Conference PaperPDF Available

Toward a Generative Pipeline for an AR Tour of Contested Heritage Sites

Authors:

Abstract and Figures

This paper envisions a pipeline for automating the generation of augmented reality tours of contested heritage sites while employing a critical approach toward the representation of history. Through the design of a generative pipeline, the paper identifies and discusses the potential and pitfalls associated with extracting spatial features from archival manuscripts and presenting them using an augmented reality application. The paper proposes a number of design approaches that assist in automating the transformation of manuscripts into interactive tours while taking into consideration historical, narrative, and technical challenges.
Content may be subject to copyright.
Toward a Generative Pipeline
for an AR Tour of Contested Heritage Sites
Eytan Mann
Technion Israel Institute of Technology
Haifa, Israel
https://orcid.org/0000-0003-0146-0677
Jonathan Dortheimer
Technion Israel Institute of Technology
Haifa, Israel
https://orcid.org/0000-0002-7464-8526
Aaron Sprecher
Technion Israel Institute of Technology
Haifa, Israel
https://orcid.org/0000-0002-2621-7350
Abstract—This paper envisions a pipeline for automating the
generation of augmented reality tours of contested heritage sites
while employing a critical approach toward the representation
of history. Through the design of a generative pipeline, the
paper identifies and discusses the potential and pitfalls associated
with extracting spatial features from archival manuscripts and
presenting them using an augmented reality application. The
paper proposes a number of design approaches that assist in
automating the transformation of manuscripts into interactive
tours while taking into consideration historical, narrative, and
technical challenges.
Index Terms—augmented reality, historiography, tour, gener-
ative, artificial intelligence
I. INTRODUCTION
Augmented Reality (AR) can serve as a powerful tool to
engage in an exploration of the city augmented by archival
materials, effectively turning an urban explorer into a reader.
In this paper, we outline a design pipeline that automatically
analyzed and spatially contextualized archival materials about
a site, toward generating an AR touring experience. We
focus on historical manuscripts - archival materials such as
letters, reports, articles, memoirs, and recorded interviews. We
aim to allow urban historians and tourists to interact with
historical information while at the location, to contextualize
archival materials. To enable what philosopher Timothy Barker
describes as making the past present, a way to re-present the
past [1].
A first step toward spatializing information can be achieved
by analyzing written materials, followed by archival photog-
raphy and reconstruction modeling. The task of augmenting
the site with archival materials involves methodologies from
historiography and computing: How to assess the validity of
historical materials, which sources can be used, and why
certain materials should be included in a historical account
while others should be ignored? Can we automate the pro-
cess of identifying spatial attributes from large amounts of
documents from a computational standpoint? The pipeline we
propose takes a step toward generating a tour of the site while
maintaining a critical eye.
We envision an AR historical tour that is less a final-cut
film and more an ongoing collection of historical materials
about a site, following a logic of “database histories” defined
by media theorist Steve Anderson as “histories comprised of
not narratives that describe an experience of the past but rather
collections of infinitely retrievable fragments, situated within
categories and organized according to changing associations”
[2]. Being physically present at the site while engaging with
digital materials proving a user a sense of historical empathy
that cannot be achieved from a classroom with a textbook
[3]. This state of immersion is a “combination of feelings of
attachment, dependence, concern, identity, and belonging that
people develop regarding a place” [4]. AR allows Situated
Learning - a pedagogical model based upon the notion that
knowledge is contextually situated and is by the activity,
context, and culture in which it is used [5].
In the context of sites holding difficult heritage, AR can
potentially address sites uniquely associated with war in
contested cultural heritage - places that include multiple and
often conflicting narratives.
II. BACKGRO UND A ND RELATED WORKS
Geographers and computer scientists are both concerned
with the semantic spatial extraction of locations and other
spatial dimensions from unstructured text. In Literary Geogra-
phy, scholars have attempted to map and model literary worlds
described in books. In such attempts, the “space of the text”,
is always anchored in some form to the ‘reality’ of existing
spaces and places [6]. Literary Geography reveals the ‘place-
bound nature of literary forms’, using maps and other visual
diagrams to explore the internal logic of narrative [7].
In computing and language analysis, extracting locations
from human language has seen some advancements and
several approaches. For example, Corpus Linguistics is a
methodology used to study language using a large naturally
occurring body of text a corpus on various levels, including
lexis, syntax, semantics, and pragmatics or discourse [8].
Corpus techniques are increasingly being exploited across a
wide range of areas within linguistics, such as the description
of grammar, the analysis of literary style, or the investigation
of language change. As a preliminary step in many corpus-
based techniques, automatic language analysis techniques from
the closely related area of computational linguistics, otherwise
known as natural language processing (NLP), are used to
enhance the corpus data with some annotation to code one
or more levels of the analysis robustly and consistently [9].
NLP techniques can be used for named entity extraction
[10]. These techniques allow the automatic discovery of names
130
2022 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)
2771-7453/22/$31.00 ©2022 IEEE
DOI 10.1109/AIVR56993.2022.00026
of people, places, organizations, times, dates, and other quan-
tities, using criteria other than simply spotting grammatical
markers of proper nouns. A variety of other approaches
exists, including knowledge-based [11], rule-based [12], and
statistical methods [13] exist, and these may need to be tailored
for a particular domain or input text.
Extracting space from natural language can also focus on
language descriptions rather than place names, which may
provide a more detailed spatial context. In Spatial Semantics,
spatial relations are understood using language. For example,
in the sentence “the book is on the table,” a spatial arrangement
emerges that is based on the naming of locations. The semantic
primitives used are “trajectors” (the book) and “landmarks”
(the table), whereby the location of the first is determined by
its relationship with the second [14].
III. AUGMENTED REALITY GENERATIVE PIPELINE
IV. METHODOLOGY
Our methodology combines historical archival research
along with a Research through Design (RtD) approach, espe-
cially as a prototyping human-computer interaction research
approach [15]. We selected a case study site and evaluated the
potential and pitfall of deploying the envisioned pipeline.
To examine the suggested pipeline, we used a case study of
Wadi Salib, a neighborhood in downtown Haifa, Israel. The
site tells a painful story of violence and destruction during
the early years of the founding of the state of Israel. First,
during the Arab-Israel war of 1948, the Palestinian inhabitants
fled the city; then, from 1960-1980, a second displacement
occurred when the state of Israel emptied the neighborhood of
its Moroccan Jewish inhabitants that settled in the abandoned
Palestinian homes [16]. Since the evacuation of Wadi Salib’s
last inhabitants, many of the neighborhood’s homes were
leveled down, with some still standing empty, as part of a
strategic plan to “modernize the city”(see Figure ??). Today,
Wadi Salib stands mostly ruined and was never rebuilt. It is
an urban-archaeological site stratified by narratives. Although
the destroyed neighborhood seems silent, multiple narratives
are stored in archives such as the National Archive, the Mu-
nicipal Archive, NGOs’ archives, the city museum, recorded
interviews from film and television, and in publications and
social media groups.
These sources tell multiple narratives about Wadi Salib, and
naturally use varying rhetoric. Some are more objective, such
as reports, and some are subjective, such as interviews. Also,
In addition to general descriptions, some give more detailed
descriptions of places, such as houses, streets, and shops.
A. Large Language Models for data extraction
For this preliminary experiment, we used a publicly avail-
able Large Language Model (LLM) named GPT-3 to identify
locations and other spatial dimensions in a body of unstruc-
tured text [17]. One of the GPT-3 use cases is understanding
and extracting data from a text, which fits well to our needs.
We designed a simple prompt that made the language model
predict the location and time of the described event in each
sentence.To test the accuracy of the LLM’s predictions, we
compared the predicted locations and times to a manually
labeled data set. Through an iterative process, we fine-tuned
the text prompt to improve the accuracy of the predictions.
We conceptualize the generative process as consisting of
four steps that derive from an archival collection about a
defined site.
1) Archival Collecting: Following the definition of the site
boundaries, historical archival materials are collected. The
collection phase includes archival research and bibliography
collection. The sources are digitized and labeled according
to parameters. The collection targets sources that may include
spatial descriptions, mentioning of place names, and addresses.
The materials that lack any geographical context are discarded.
2) Extracting and Segmenting Texts: Original manuscripts
are automatically analyzed and segmented according to lo-
cation and times of the described events using GPT-3. This
segmentation process outputs an array of textual segments
ready to be attached to the physical environment.
3) Geocoding: The extracted locations are located using
a geographic information system (GIS). Available geocoding
services, such as municipal GIS or OpenStreetMap, can iden-
tify the places that are exact and exist today. The outcome of
this process is a geocoder that converts location texts into GIS
spatial entities.
4) Environmental Scanning: After extracting the locations
associated with various text segments, Terrestrial Laser Scan-
ning (TLS) is deployed to acquire point cloud data of the
relevant locations. Generation of pointcloud data is essential
for an AR experience to “recognize” the physical context and
to improve surface recognition [18]. As a result of the previous
step, we used a TLS to produce point clouds of the relevant
extracted places.
5) Reconstructive Modelling: After acquiring the locations’
current state, additional 3D modeling might be required.
Architectural drawings, photographs, and municipal records
can help resolve this. The produced 3D models correspond to
the level of detail provided by supporting evidence - from low
detail block models to detailed architectural models.
6) Scene Assembling: This phase aims to augment the site
with text segments, 3D reconstruction models, and comple-
mentary photographs. The process outputs a collection of
three-dimensional AR-ready scenes. We explored methods
for automatic sequencing of segments, based on metadata
(such as source identity, historical period, keywords): (1)
Linear sequencing entails composing a tour in accordance with
the original text’s sequence, and (2) Nonlinear sequencing
refers to mixing scenes taken from various sources. This is
gained through hyperlinks which navigate the user towards the
location where a related scene appears. These phases allow a
user to navigate through and in between narratives.
7) AR User Interface: The user interface targets mobile de-
vice’s screen while adding interactivity through hyperlinks. It
integrates geo-location, pointcloud data, and real-time camera
data from a mobile device to render a narrative sequence.
131
Fig. 1. Generative Framework process diagram, from raw materials to AR experience
V. I NITIAL ASSESSMENT
We envisioned a system that can potentially transform
archival materials in text format into an AR tour experience.
However, several significant pitfalls arise:
A. Historiographical Pitfalls
1) Non-spatial manuscripts: It was often challenging to
work with archival materials that did not refer to spatial
features or locations. How can these be integrated into an AR
application? Such samples may contain language written in an
overview format which relates to the site in general without
mentioning specific locations, or in a way that does not relate
to the physicality of the site at all. If we wish to produce a
rich and scientifically sound AR application that may serve as
a research tool, these materials may offer valuable evidence
on the site’s history. As a result, we determine that non-spatial
information must be incorporated into the AR tour.
We suggest adding a voice over narrator that would offer to
insert information that is not directly linked to physical feature
on site, but rather provides an extra layer of information, a sort
of footnote that is related to the site. We suggest using GPT-
3 to identify and aggregate non-spatial overview descriptive
language.
2) Scientifically Sound Information: Archival materials
hold a range of historical validity and integrity of sources,
some are official governmental reports, and some are personal
accounts. To avoid a reductive presentation of the sources, we
suggest integrating a labeling system into the application’s user
interface that may indicate validity levels. Such visual cues
may assist the user in touring places augmented by textual
and visual materials with some criticality - while maintaining
awareness of the sources.
3) Language and Translation: Another critical concern is
that most NLP methods were developed for English, and
current LLMs were primarily trained on English corpus. This
means that historic materials needs be translated from the
original language (such as Hebrew and Arabic) to English.
As a result, an the original linguistic form and an important
cultural significance might be lost in translation. To reduce
misinterpretation and reduction, we employ professional trans-
lators. Moreover, the original text must be kept alongside
translations for users to view and read texts in their original
language and meaning.
4) Sampling Bias: A limited dataset may undermine our
motivation of augmenting the site with multiple narratives,
by offering a biased perspective [19]. How can we overcome
biased representation in the archival collecting phase? While
the problem of bias can never be wholly solved, we suggest en-
gaging researchers from various subject positions concerning
the site’s history to minimize misrepresentation. For example,
in the case of Wadi Salib, this means engaging historians
and research assistants from various cultural backgrounds,
including both Jewish and Palestinian, who can read multiple
languages and access different archives.
B. Information extraction challenges
We identified several technical challenges in automating the
extraction:
1) Several or Relative Locations: There can be several
locations in a sentence, which makes it difficult for an al-
gorithm to determine which one is the story’s actual location.
Addressing this challenge requires algorithms that can extract
locations based on their context in a sentence. We achieved
this partly by using an LLM.
The challenge of extracting spatial features from unstruc-
tured text based on spatial terms led us to realize that there
is a need not only to extract spatial terms but also to cross-
reference other text segments that may indicate a landmark, so
that they serve as a spatial anchor. Thus, to overcome scenarios
with relational terms only, we suggest identifying previously
132
Fig. 2. AR application mock-up scenes (from top to bottom): Top scene,
showing augmentation using graphical markings on relevant building as
extracted from the text, and navigational cue towards next scene; Top middle
scene, indicating general relational position; Bottom middle, indicating the
location of the building; Bottom scene, an example of augmenting the site
with a photograph that is taken from the same location as given to segment.
mentioned locations in other segments that can inform the
landmark of relations.
2) Uncertainty: Locations within manuscripts may be re-
ferred to by different aliases by different sources or even by
the same source. While there is a list of location aliases, this
challenge refers to the context of the alias. Moreover, places
mentioned are often vague and demand further inquiry.
C. Storytelling Challenges
In our review of several methods for sequencing segments,
we maintain that linear and branching narratives should be
used to maintain the original sequence of events, as described
in the text, in order to maintain historical validity and co-
herence. By facilitating new connections between thematically
related and related texts, hyperlinks encourage serendipity and
new perspectives on the site’s heritage.
VI. CONCLUSION
This paper envisions and outlines a generative pipeline of
AR tour of contested heritage sites, and presents an initial
assessment of the framework. The extraction of locations and
spatial relations from unstructured text retrieved from various
archives is identified as a major challenge in a generative
pipeline for AR in contested heritage sites. This challenge
highlights potential and pitfalls across disciplines - from
cultural heritage practices such as history and preservation to
computing, with a necessity to analyze and process natural
language.
Historiographical challenges as we identify them, are mostly
related to authenticity, which stands as a core ethical concern
when writing history - a claim to facts, “faithful to an
original” or a “reliable, accurate representation” [20]. In order
to maintain ”claim to facts” inside an AR user interface,
we suggest maintaining connection to the presentation of
original materials. This can be achieved by keeping a citation
trail, indicating the types of sources, and maintaining original
language as accessible data. Balancing story and fact may be
achieved by foregrounding the original source metadata, this
while using visual and auditory cues to produce an immersive
experience. We found that the design of a user interface in the
AR production phase must foreground the archive to allow
voicing multiple narratives.
From a language analysis perspective, we found that it
is common for spatial entities that appear within historical
manuscripts, to have uncertain and vague boundaries. In such
cases, determining the precise location is not always possible.
Uncertainty of literary worlds underlines the challenge of
spatial extraction from text, where ”the available data are
often rather coarse’ and thus, for visualization, they ‘must be
converted to sharply delineated data; so it could be said, that
a non-existing precision is assumed” [6]. In order to augment
the site with text segments from the archive, we suggest
incorporating degrees of uncertainty, and devising a language
extraction method that can output a range of resolutions, and
levels-of-details.
REFERENCES
[1] T. S. Barker, Time and the Digital: connecting technology, aesthetics,
and a process philosophy of time. UPNE, 2012.
[2] S. F. Anderson, Technologies of History: Visual Media and the Eccen-
tricity of the Past. UPNE, 2011.
[3] J. Challenor and M. Ma, “A review of augmented reality applications for
history education and heritage visualisation,” Multimodal Technologies
and Interaction, vol. 3, no. 2, p. 39, 2019.
[4] Y.-L. Chang, H.-T. Hou, C.-Y. Pan, Y.-T. Sung, and K.-E. Chang, “Apply
an augmented reality in a mobile guidance to increase sense of place for
heritage places,” Journal of Educational Technology & Society, vol. 18,
no. 2, pp. 166–178, 2015.
[5] J. S. Brown, A. Collins, and P. Duguid, “Situated learning and the culture
of learning,” Education Researcher, vol. 18, no. 1, pp. 32–42, 1989.
[6] A.-K. Reuschel and L. Hurni, “Mapping literature: Visualisation
of spatial uncertainty in fiction,” The Cartographic Journal,
vol. 48, no. 4, pp. 293–308, 2011. [Online]. Available:
https://doi.org/10.1179/1743277411Y.0000000023
[7] N. Alexander, “On literary geography,” Literary Geographies, vol. 1,
no. 1, pp. 3–6, 2015.
133
[8] I. Gregory, D. Cooper, A. Hardie, and P. Rayson, “Spatializing and
analyzing digital texts: Corpora, gis, and places,” pp. 150–178, 2015.
[Online]. Available: https://core.ac.uk/download/pdf/161889410.pdf
[9] J. Song, J. Kim, and J.-K. Lee, “Spatial information enrichment using
nlp-based classification of space objects for school bldgs. in korea.”
International Association for Automation and Robotics in Construction
I.A.A.R.C), 5 2019, pp. 415–420.
[10] A. Goyal, V. Gupta, and M. Kumar, “Recent named entity recognition
and classification techniques: A systematic review,” Computer Science
Review, vol. 29, pp. 21–43, 8 2018.
[11] D. Nadeau and S. Sekine, “A survey of named entity recognition and
classification,” Lingvisticae Investigationes, vol. 30, pp. 3–26, 8 2007.
[12] T. Eftimov, B. Korouˇ
si´
c Seljak, and P. Koroˇ
sec, “A rule-based named-
entity recognition method for knowledge extraction of evidence-based
dietary recommendations,” PloS one, vol. 12, no. 6, p. e0179488, 2017.
[13] A. Mansouri, L. S. Affendey, and A. Mamat, “Named entity recognition
approaches,” International Journal of Computer Science and Network
Security, vol. 8, no. 2, pp. 339–344, 2008.
[14] J. Zlatev, “Spatial semantics, 6 2012. [Online]. Available:
http://oxfordhandbooks.com/view/10.1093/oxfordhb/9780199738632.001.0001/oxfordhb-
9780199738632-e-13
[15] J. Zimmerman, J. Forlizzi, and S. Evenson, “Research through
design as a method for interaction design research in hci,” in
Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems. ACM, 4 2007, pp. 493–502. [Online]. Available:
https://dl.acm.org/doi/10.1145/1240624.1240704
[16] Y. Weiss, “Central european ethnonationalism and zionist binationalism,”
Jewish Social Studies, vol. 11, no. 1, pp. 93–117, 2004.
[17] T. B. Brown, B. Mann, N. Ryder, M. Subbiah, J. Kaplan, P. Dhariwal,
A. Neelakantan, P. Shyam, G. Sastry, A. Askell, S. Agarwal,
A. Herbert-Voss, G. Krueger, T. Henighan, R. Child, A. Ramesh, D. M.
Ziegler, J. Wu, C. Winter, C. Hesse, M. Chen, E. Sigler, M. Litwin,
S. Gray, B. Chess, J. Clark, C. Berner, S. McCandlish, A. Radford,
I. Sutskever, and D. Amodei, “Language models are few-shot learners,”
2020. [Online]. Available: https://arxiv.org/abs/2005.14165
[18] W. Liu, B. Lai, C. Wang, X. Bian, W. Yang, Y. Xia, X. Lin, S.-H.
Lai, D. Weng, and J. Li, “Learning to match 2d images and 3d lidar
point clouds for outdoor augmented reality, in 2020 IEEE Conference
on Virtual Reality and 3D User Interfaces Abstracts and Workshops
(VRW), 2020, pp. 654–655.
[19] N. Mehrabi, F. Morstatter, N. Saxena, K. Lerman, and A. Galstyan,
“A survey on bias and fairness in machine learning,” ACM Computing
Surveys (CSUR), vol. 54, no. 6, pp. 1–35, 2021.
[20] S. Varga, Authenticity as an ethical ideal. Routledge, 2012.
134
... Moreover, in the last couple of years, the continuous development of GPT has brought about significant changes in various sectors, reshaping interactions with technology. Among the fields profoundly impacted by the advancements in GPT, CH research stands out prominently [12][13][14][15][16]. ...
Article
Full-text available
This paper proposes the utilization of large language models as recommendation systems for museum visitors. Since the aforementioned models lack the notion of context, they cannot work with temporal information that is often present in recommendations for cultural environments (e.g., special exhibitions or events). In this respect, the current work aims to enhance the capabilities of large language models through a fine-tuning process that incorporates contextual information and user instructions. The resulting models are expected to be capable of providing personalized recommendations that are aligned with user preferences and desires. More specifically, Generative Pre-trained Transformer 4, a knowledge-based large language model is fine-tuned and turned into a context-aware recommendation system, adapting its suggestions based on user input and specific contextual factors such as location, time of visit, and other relevant parameters. The effectiveness of the proposed approach is evaluated through certain user studies, which ensure an improved user experience and engagement within the museum environment.
... ChatGPT is seen as a potential tool for message generation, content marketing, audience interaction, and sentiment analysis of general inquiries, all of which can be readily ported to a museum context [97][98][99]. Furthermore, ChatGPT (or future iterations) can be readily used as a generic document and content analysis tool to extract and summarize pertinent data from images [100] or longer documents or inventory data [101], which can then be used to develop object tags and exhibit labels [102], exhibition texts and catalog information [103,104], museum guides [105], as well as scripts for audio guides [106] and augmented reality tours [107]. Some authors have expanded this to examine the use of generative AI in museum or exhibition design and planning [100,[108][109][110]. ...
Article
Full-text available
The documentation and management of the cultural heritage of the COVID-19 pandemic as well as the heritage of the digital age are emerging discourses in cultural heritage management. The enthusiastic uptake of a generative artificial intelligence application (ChatGPT) by the general public and academics alike has provided an opportunity to explore (i) whether, and to what extent, generative AI can conceptualize an emergent, not well-described field of cultural heritage (the heritage of COVID-19), (ii), whether it can design an exhibition on the topic, and (iii) whether it can identify sites associated with the pandemic that may become significant heritage. Drawing on an extended 'conversation' with ChatGPT, this paper shows that generative AI is capable of not only developing a concept for an exhibition of the heritage of COVID-19 but also that it can provide a defensible array of exhibition topics as well as a relevant selection of exhibition objects. ChatGPT is also capable of making suggestions on the selection of cultural heritage sites associated with the pandemic, but these lack specificity. The discrepancy between ChatGPT's responses to the exhibition concept and its responses regarding potential heritage sites suggests differential selection and access to the data that were used to train the model, with a seemingly heavy reliance on Wikipedia. The 'conversation' has shown that ChatGPT can serve as a brainstorming tool, but that a curator's considered interpretation of the responses is still essential.
... Moreover, in the last couple of years, the continuous development of GPT has brought about significant changes in various sectors, reshaping interactions with technology. Among the fields profoundly impacted by the advancements of GPT, CH research stands out prominently [10][11][12][13][14]. ...
Preprint
Full-text available
This paper proposes the utilization of large language models as recommendations systems for museums. Since the aforementioned models lack the notion of context, they can’t work with temporal information that is often present in recommendations for cultural environments (e.g. special exhibitions or events). In this respect, the current work aims at enhancing the capabilities of large language models through a fine-tuning process that incorporates contextual information and user instructions. The resulting models are expected to be capable of providing personalized recommendations, aligned with user preferences and desires. More specifically, Generative Pre-trained Transformer 4, a knowledge-based large language model is fine-tuned and turned into a context-ware recommendation system, adapting its suggestions based on user input and specific contextual factors such as location, time of visit, and other relevant parameters. The effectiveness of the proposed approach is evaluated through certain user studies, which ensure an improved user experience and engagement within the museum environment.
Article
Full-text available
Augmented reality is a field with a versatile range of applications used in many fields including recreation and education. Continually developing technology spanning the last decade has drastically improved the viability for augmented reality projects now that most of the population possesses a mobile device capable of supporting the graphic rendering systems required for them. Education in particular has benefited from these technological advances as there are now many fields of research branching into how augmented reality can be used in schools. For the purposes of Holocaust education however, there has been remarkable little research into how Augmented Reality can be used to enhance its delivery or impact. The purpose of this study is to speculate regarding the following questions: How is augmented reality currently being used to enhance history education? Does the usage of augmented reality assist in developing long-term memories? Is augmented reality capable of conveying the emotional weight of historical events? Will augmented reality be appropriate for teaching a complex field such as the Holocaust? To address these, multiple studies have been analysed for their research methodologies and how their findings may assist with the development of Holocaust education.
Article
Full-text available
Evidence-based dietary information represented as unstructured text is a crucial information that needs to be accessed in order to help dietitians follow the new knowledge arrives daily with newly published scientific reports. Different named-entity recognition (NER) methods have been introduced previously to extract useful information from the biomedical literature. They are focused on, for example extracting gene mentions, proteins mentions, relationships between genes and proteins, chemical concepts and relationships between drugs and diseases. In this paper, we present a novel NER method, called drNER, for knowledge extraction of evidence-based dietary information. To the best of our knowledge this is the first attempt at extracting dietary concepts. DrNER is a rule-based NER that consists of two phases. The first one involves the detection and determination of the entities mention, and the second one involves the selection and extraction of the entities. We evaluate the method by using text corpora from heterogeneous sources, including text from several scientifically validated web sites and text from scientific publications. Evaluation of the method showed that drNER gives good results and can be used for knowledge extraction of evidence-based dietary recommendations.
Article
With the widespread use of artificial intelligence (AI) systems and applications in our everyday lives, accounting for fairness has gained significant importance in designing and engineering of such systems. AI systems can be used in many sensitive environments to make important and life-changing decisions; thus, it is crucial to ensure that these decisions do not reflect discriminatory behavior toward certain groups or populations. More recently some work has been developed in traditional machine learning and deep learning that address such challenges in different subdomains. With the commercialization of these systems, researchers are becoming more aware of the biases that these applications can contain and are attempting to address them. In this survey, we investigated different real-world applications that have shown biases in various ways, and we listed different sources of biases that can affect AI applications. We then created a taxonomy for fairness definitions that machine learning researchers have defined to avoid the existing bias in AI systems. In addition to that, we examined different domains and subdomains in AI showing what researchers have observed with regard to unfair outcomes in the state-of-the-art methods and ways they have tried to address them. There are still many future directions and solutions that can be taken to mitigate the problem of bias in AI systems. We are hoping that this survey will motivate researchers to tackle these issues in the near future by observing existing work in their respective fields.
Article
Textual information is becoming available in abundance on the web, arising the requirement of techniques and tools to extract the meaningful information. One of such an important information extraction task is Named Entity Recognition and Classification. It is the problem of finding the members of various predetermined classes, such as person, organization, location, date/time, quantities, numbers etc. The concept of named entity extraction was first proposed in Sixth Message Understanding Conference in 1996. Since then, a number of techniques have been developed by many researchers for extracting diversity of entities from different languages and genres of text. Still, there is a growing interest among research community to develop more new approaches to extract diverse named entities which are helpful in various natural language applications. Here we present a survey of developments and progresses made in Named Entity Recognition and Classification research.
Article
Based on the sense of place theory and the design principles of guidance and interpretation, this study developed an augmented reality mobile guidance system that used a historical geo-context-embedded visiting strategy. This tool for heritage guidance and educational activities enhanced visitor sense of place. This study consisted of 3 visitor groups (i.e., AR-guidance, audio-guidance, and no-guidance) composed of 87 university students. A quasi-experimental design was adopted to evaluate whether augmented reality guidance more effectively promoted sense of place and learning performance than the other groups. The results indicated that visitors who used AR guidance showed significant learning and sense of place effects. Interviews were also employed to determine the possible factors that contribute to the formation of sense of place. Finally, a majority of the visitors who participated in the study demonstrated positive attitudes toward the use of the AR-guidance system.
Article
An original consideration of the temporal in digital art and aesthetics Eschewing the traditional focus on object/viewer spatial relationships, Timothy Scott Barker's Time and the Digital stresses the role of the temporal in digital art and media. The connectivity of contemporary digital interfaces has not only expanded the relationships between once separate spaces but has increased the complexity of the temporal in nearly unimagined ways. Invoking the process philosophy of Whitehead and Deleuze, Barker strives for nothing less than a new philosophy of time in digital encounters, aesthetics, and interactivity. Of interest to scholars in the fields of art and media theory and philosophy of technology, as well as new media artists, this study contributes to an understanding of the new temporal experiences emergent in our interactions with digital technologies.