Access to this full-text is provided by MDPI.
Content available from Informatics
This content is subject to copyright.
Citation: Kusnick, J.; Mayr, E.;
Seirafi, K.; Beck, S.; Liem, J.;
Windhager, F. Every Thing Can Be a
Hero! Narrative Visualization of
Person, Object, and Other Biographies.
Informatics 2024,11, 26. https://
doi.org/10.3390/informatics11020026
Academic Editor: Hsuanwei Michelle
Chen
Received: 5 March 2024
Revised: 7 April 2024
Accepted: 16 April 2024
Published: 26 April 2024
Copyright: © 2024 by the authors.
Licensee MDPI, Basel, Switzerland.
This article is an open access article
distributed under the terms and
conditions of the Creative Commons
Attribution (CC BY) license (https://
creativecommons.org/licenses/by/
4.0/).
informatics
Article
Every Thing Can Be a Hero! Narrative Visualization of Person,
Object, and Other Biographies
Jakob Kusnick 1,∗, Eva Mayr 2, Kasra Seirafi 3, Samuel Beck 4, Johannes Liem 2and Florian Windhager 2,*
1Group for Visual Data Science, Department of Mathematics and Computer Science, Faculty of Science,
University of Southern Denmark, 5230 Odense, Denmark
2Center for Cultures and Technologies of Collecting, Department for Arts and Cultural Studies,
Faculty of Education, Arts and Architecture, University for Continuing Education, 3500 Krems, Austria;
eva.mayr@donau-uni.ac.at (E.M.); joh.liem@gmail.com (J.L.)
3Fluxguide, 1070 Wien, Austria; kasra@fluxguide.com
4Visualization Research Center, Department of Computer Science, Faculty of Computer Science,
Electrical Engineering and Information, University of Stuttgart, 70569 Stuttgart, Germany;
samuel.beck@vis.uni-stuttgart.de
*Correspondence: kusnick@imada.sdu.dk (J.K.); florian.windhager@donau-uni.ac.at (F.W.)
Abstract: Knowledge communication in cultural heritage and digital humanities currently faces
two challenges
, which this paper addresses: On the one hand, data-driven storytelling in these fields
has mainly focused on human protagonists, while other essential entities (such as artworks and
artifacts, institutions, or places) have been neglected. On the other hand, storytelling tools rarely
support the larger chains of data practices, which are required to generate and shape the data and
visualizations needed for such stories. This paper introduces the InTaVia platform, which has been
developed to bridge these gaps. It supports the practices of data retrieval, creation, curation, analysis,
and communication with coherent visualization support for multiple types of entities. We illustrate
the added value of this open platform for storytelling with four case studies, focusing on (a) the life of
Albrecht Dürer (person biography), (b) the Saliera salt cellar by Benvenuto Cellini (object biography),
(c) the artist community of Lake Tuusula (group biography), and (d) the history of the Hofburg
building complex in Vienna (place biography). Numerous suggestions for future research arise from
this undertaking.
Keywords: visualization; storytelling; narration; biography data; object biographies; cultural collections;
GLAM data; data curation; data analysis; knowledge communication; digital history; digital humanities;
cultural analytics
1. Introduction
It seems safe to say that biographical research and related communication endeavors
have weathered long seasons of critical questioning fairly well. As the smallest possi-
ble “micro-analytical” lens of historiography and the humanities, the study of individual
biographies comes with the risk of producing rather anecdotal, subjective, and hagio-
graphic
(i.e., overly
reverential and uncritical) portraits of influential historical elite actors
only, while neglecting historical context and the analysis of larger societal (e.g., political,
technological, or economic) trends [
1
–
4
]. However, given the wide range of established
macro-analytical perspectives in the field of history, biographies keep playing an indispens-
able role for illustrating their bigger pictures and analyses of broader trends, providing
rich and detailed information for historical actors, and, thus, for “humanizing” history and
making its abstract concepts accessible and tangible for a wide range of audiences [
5
,
6
].
In fact, many observers even diagnose a renaissance of the biographical genre, invoking
the notion of a “biographical turn” [
2
,
7
]. Among other factors, this development has been
driven by the successful
(a) generalization
of the biography concept, but also (b) by the rise
Informatics 2024,11, 26. https://doi.org/10.3390/informatics11020026 https://www.mdpi.com/journal/informatics
Informatics 2024,11, 26 2 of 25
of digital humanities methods and tools, promoting new ways of biographical investigation
and representation.
(a) From person to object biographies: Transcending the traditional focus on human
actors, the genre of “object biographies” has managed to shift the historical focus from
human protagonists to the study of cultural artifacts or things in general, which also fosters
the study of human–object interrelations [
8
,
9
]. Gosden and Marshall spell out the conse-
quence of such a hybrid (i.e., person-and-object-oriented) approach for the narratological
standard lens of anthropocentric “hero journeys” [
10
]: “At the heart of the notion of biogra-
phy are questions about the links between people and things; about the ways meanings
and values are accumulated and transformed” [
8
] (p. 172). A first aim of this paper, thus,
is the discussion of the consequences for present-day storytelling: How can we facilitate
post-anthropocentric storytelling, where all kinds of entities can become the “hero” of a cultural
narrative? Related methods will arguably help to not only open up the protagonist position
for non-human entities with relevance in the digital history and cultural heritage fields
(such as artworks, institutions, or places) [
11
,
12
], but also for all sorts of “posthumanist”
assemblies in ecology, science, technology, and society contexts [13–19].
(b) Digital biography methods, tools, and workflows: In addition to conceptual shifts,
digital augmentations of humanities research methods have opened up new options and
avenues for biographical research and knowledge communication [
20
–
23
]. Digital language
and image-processing methods started to work their way into biographical and cultural
knowledge collections to extract large amounts of structured data and to semantically
annotate depicted or described entities. Linked data initiatives then started to classify and
combine related entities to build up bigger knowledge graphs of multiple types of cultural
resources. These graphs often connect large numbers of nodes of different entity types,
media, and data schemata by multiple kinds of semantic relations and, thus, provide a rich
source for the visual analysis and (narrative) communication of biographies and cultural
heritage topics in general [
24
–
26
]. It has been argued that this digital layer could even be
analyzed as a historical mirror and continuation of the history of things, creating novel
“object biographies” in the digital age [27,28].
Research questions: With this paper, we document a recent effort to build on the
outlined developments in biographical research, as well as the digital humanities (DH)
and cultural heritage (CH) fields—and to close existing gaps for related data, visualization,
and storytelling tools (see Figure 1). A number of questions and objectives guided this work
within the H2020-project InTaVia (https://www.intavia.eu (accessed on 15 April 2024)):
(a)
How can we assemble a transnational knowledge graph, which draws together existing
biography and object data resources?
(b)
How can we facilitate knowledge communication with data-driven, biographical sto-
rytelling? How can we avoid overly human-centered narratives to support storytelling
with all sorts of entities relevant in the fields of DH and CH?
(c)
How can various visualization methods support storytelling in an integrated fashion?
(d)
How can further media content enrich these stories?
(e)
How can we support whole workflows of data practices needed for visualization-based
storytelling, including data search, creation, curation, and (visual) analysis?
In the following, we reflect on related work on visualizing biographies and telling
related stories (Section 2) before we introduce the InTaVia project and the integrated In-
TaVia knowledge graph. We developed a platform that supports whole workflows with bio-
graphical data, including visualization-based storytelling (Section 3). Four case studies illus-
trate the practical and theoretical potential of such approaches to biographical storytelling
(Section 4), while a more general discussion sketches out future challenges for research and
professional practice related to DH and CH (Section 5).
Informatics 2024,11, 26 3 of 25
KG
visual data
storyteller
(i) Data Search
(ii) Data Creation
3(iii) Data Curation
4(iv))Data Analysis
(v) Data Storytelling
(a) integrating multiple
databases
(c) integrating multiple
visualizations
(b) enabling multiple
story protagonists
(d) integrating multiple
types of media
(e) supporting multiple
practices
sets
institutions
objects
persons
places
biography databases
object databases maps
graphs
other vis
time vis
audio
text
images
film / video
html
various vis
3D models
Figure 1. Guiding research questions (a–e) for visualization-based storytelling in CH and DH, with a
focus on integrating multiple data, media, and practices, which have been mostly separated so far.
2. Related Work
In the CH and DH fields, data visualizations are known for their potential to support the
study ofboth large and small text collections, thus facilitating activities of “close” and “distant
reading” [
29
] or “viewing” [
30
]. In this section, we summarize related efforts with a specific
focus on biography data—both for person and object biographies. While doing so, we will
look more closely into methods of narrative visualization
design [31]—as biographical
writing
naturally translates into narratively structured source data—and proceed from visualizations
of person biographies and object biographies to aggregated visual storytelling approaches in
these fields.
2.1. Person Biography Visualization
As for research into persons’ lives (Figure 2, top left), various visualization approaches
have been utilized to enable the visual investigation and representation of biographical
data. Concerning specific cross-sectional visualization techniques, we frequently encounter
maps [
32
,
33
] and graphs (i.e., network visualizations), which lend themselves to the visual
representation of networks between persons, things, and any other entity relevant for
person biographies (such as institutions, places, sets of things) [
34
–
40
]. But, also, any other
visualization type can help to analyze specific (e.g., set-type or statistical) characteristics of
biographical data, depending on the analytical focus tasks [
41
–
44
]. These standard views
also can be combined as dashboards or multiple coordinated views to represent various
facets of biographical data in parallel [45–47].
persons
things
timelines
map vis
graph vis
other vis
other time vis
1
2
3
narrative vis **
+ time
+ time
person
biography
object
biography
person
bio data
object
bio data
slideshow
1
2
3
4
5
1
2
3
4
animation
+ text / audio
data comic
1
2
VIS /
IMG
VIS /
IMG
3
VIS / IMG
VIS / IMG
VIS / IMG
VIS / IMG
+ text / audio
annotated chart
scrollytelling
moving camera
data
extraction
biographical
description
visual
encoding
** specific narrative
vis techniques
encoding
of time
focus
entities
biography
researcher / reader
VIS
* specific vis
techniques
data vis *
VIS
VIS
VIS
VIS
Figure 2. Overview of visualization techniques, including narrative visualization designs (center and right),
supporting the analysis and communication of biographical data, whether from persons or things (left).
The essential temporal orientation of biography data (see Figure 2, temporal components
highlighted in blue) frequently promotes and requires the visual encoding of time—which
in its purest form is achieved by biographical time visualizations [
44
,
48
–
51
] in either an
individual, faceted, or aggregated fashion [
52
]. Time visualizations can be easily combined
with cross-sectional standard views (e.g., maps with coordinated timelines) for their spatio-
Informatics 2024,11, 26 4 of 25
temporal enhancement [
53
–
56
], or it is a range of other encodings, which encode the time-
oriented aspects like sequences of events in person biographies. Among them are color scales
(mapping time to color) [
57
,
58
], animation (mapping time to movement) [
59
], space–time
views (mapping time to a third dimension) [
60
,
61
], annotation of dates (mapping time to
numerical symbols) [
62
], or combinations thereof [
63
,
64
] to balance the distinct strengths
and limitations of specific temporal encodings.
2.2. How Time Orientation Translates into Narrative Designs
Closely related to the visualization of time are narrative designs (Figure 2, right), which
are of specific interest to tell the stories of individual lives in a temporally faceted fashion.
They can be implemented using a whole toolbox of narrative means, moving visualizations
of biography data into the field of “visualization-based storytelling” [
65
]. Storytelling with
data and visualizations is getting more and more popular, and related surveys analyze the
manifold approaches for “data-driven storytelling” in specific fields such as data journal-
ism [
31
,
66
,
67
], data videos [
68
,
69
], scientific publications [
70
], and DH [
65
]. Related surveys
on visualization-based storytelling analyze further characteristics such as linearity, user
freedom, representation, scale, and layout [
31
,
52
,
70
,
71
], but also emphasize story tropes,
genres, and the interactive implementation methods to define the progression through the
story thread (e.g., data comic, slideshow, scrollytelling; see Figure 2, right) [65,72].
To convey biographies as visual and interactive stories (e.g., utilizing visualizations in
lieu of rich multimedia content and connecting them with a story thread), visualization-
based storytelling tools focus on maps [
53
,
73
], timelines [
74
,
75
], graphs [
76
–
78
], or other
types of chart visualizations [
79
–
81
]. These tool sets are then used to tell stories of famous
biographies [
82
–
86
] or to narrate personal insights related to individual fates [
87
,
88
], which
again often represent the (hi)stories and fates of larger groups or collectives [80,89,90].
The relevance of such storytelling in CH and DH comes from the natural fit of narrative
designs with the omnipresent time orientation of the data and from manifold options to
create compelling collages of information, which interweave the bigger pictures of visual-
izations with contextual story threads, but also with rich media content such as portraits
of persons and scenes from their lives. In the particular cases of cultural actors and artists,
biographies are inseparably interconnected with their creation of artworks [
91
–
97
], while
entrepreneurs [
98
] or military leaders [
81
] are connected to objects, buildings, or places
throughout their lifetimes.
2.3. Object Biography Visualization
As for object biographies and histories of things, we find a notably smaller but similar
pool of work leveraging visualization techniques for exploring, analyzing, and commu-
nicating the “lives of things”. Prominent person-centered visualization techniques also
dominate this visualization genre: maps [
99
], graphs [
100
–
102
], charts [
45
,
95
,
103
], and time-
lines [
104
,
105
] are used to depict various events of object biographies. The matter of time
and changing circumstances seem to become more important because of the longer life-
times of objects throughout centuries, but on the other hand, the dating of events gets more
uncertain [
43
]. Again, color coding [
106
] or trajectories [
55
,
107
] are used to encode time
within other visualizations, such as maps. Associated multimedia content is shifting from
the depiction of humans to things, using photos, scans [
108
], (sound) recordings, 3D mod-
els [
109
], or other sorts of “digital twins” of cultural artifacts [
110
]. Such digital depictions
or reproductions of cultural objects—often also addressed as “digital relatives”—can also
be analyzed as derivates and cultural artifacts of their own, with specific characteristics
and biographies, so that the stories of digital objects (as non-trivial digital extensions of
object biographies) become a noteworthy subject matter themselves (see Section 5) [
27
,
111
].
Especially the use of 3D modeling to represent physical objects and their evolution
and (hi)stories are prominent: Here, the models are explorable in their three-dimensionality
to increase tangibility [
112
], or animated paths through the models guide the story pro-
gression [
113
,
114
]. A few solutions for such 3D storytelling editors to create tours and
Informatics 2024,11, 26 5 of 25
enrich the objects using further multimedia exist [
114
–
116
], especially within the field of
museum exhibition design. The potential for interactive and multi-entity storytelling lies in
the disentanglement of hidden stories between objects and persons [
117
,
118
]. In museums,
the concrete objects are sometimes augmented by interactive (e.g., gamified) elements or
visualizations [
119
,
120
] to add more context. Still, physical objects are also used as tangible
interfaces (i.e., controllers) between the real and virtual world [
121
,
122
]. Because of the
close connection between CH actors and objects, many story examples shed light on a
person’s creations tightly knit together with his/her biography [
93
,
96
,
123
,
124
]. Similar
to these person-centered stories, specific, highlighted examples act as representatives for
larger groups forming the (hi)story of whole object-centered topics [95,120,125–128].
2.4. From One to Many Entities
While biographical research necessarily starts from selected singular entities, every
contextual reflection equals a zoom-out shot that reveals their embeddings within collec-
tions, aggregates, or sets of entities: for persons, families, groups, schools, institutions, etc.
(covered by “prosopographical” studies) and, for objects, lifework collections, GLAM col-
lections, art historical formations, and aggregations (covered by collection studies and art
history). Visualization can support research in both fields, including prosopography visual-
ization [
42
,
51
,
129
,
130
] and cultural heritage collection visualization [
45
,
104
,
131
–
134
] (see
also Section 5). To create overviews of those collections, geo-spatial origins are illuminated
using maps [
55
,
128
,
135
] and their development over centuries with timelines [
51
,
136
,
137
].
Glyphs are prominently used to depict the distribution of various entities within a grouping
(e.g., to avoid visual overlap) on maps [
127
] or temporal histograms [
138
]. The inter-linked
entities and their evolution within network graphs for whole collections are naturally
analyzed within network graphs [
40
,
42
,
100
,
101
], where clusters and outliers within a larger
group become visible. These representations are sometimes accompanied by support-
ive visualizations where the focus lies on the statistical analysis with charts [
95
,
100
,
127
],
for example via theme rivers and histograms [
51
,
95
] to depict specific characteristics of the
collection data sets.
2.5. Research and Development Gaps
While the outlined DH and CH visualization fields are emerging and thriving, various
gaps require closer attention to fully support the analysis and storytelling of various entities
via visualizations in a comprehensive manner. More specifically, a lack of generalized multi-
protagonist storytelling tools (e.g., covering persons and things from one to many entities),
a lack of multi-visualization tools (e.g., covering maps and graphs and timelines), and a
lack of multi-practice tools (supporting visual analysis and storytelling and all sorts of data
preprocessing) is asking for more synoptic and functionally integrated solutions.
3. The InTaVia Platform
The H2020-project “InTaVia” (In/Tangible European Heritage: Visual Analysis, Cu-
ration & Communication) presents a holistic approach to cultural heritage integration
and presentation. By constructing a transnational knowledge graph (Section 3.1), InTaVia
connects isolated data collections, bridging tangible cultural heritage like paintings and
sculptures with intangible cultural heritage, such as biographical information. This integra-
tion of data on cultural actors and heritage objects from various European sources, along
with information on institutions, historical events, and places, aims to provide a more com-
prehensive view of cultural heritage and history. The InTaVia platform, whose architecture
and data flow are illustrated in Figure 3, consists of three main modules, which support
various cultural heritage data practices: The Data Curation Lab (DCL) (
Section 3.2)
covers
searching, creating, and curating data; the Visual Analytics Studio (VA Studio) (Section 3.3)
provides solutions for analyzing and interpreting data, mainly for CH and DH experts.
Complementing these modules, the Storytelling Suite (ST Suite) (Section 3.4) provides the
means to communicate relevant cultural and historical information to non-expert audiences
Informatics 2024,11, 26 6 of 25
through visual stories. Given the focus of this paper on storytelling, we will give a short
introduction to the first two components for orientation (see [
58
,
139
] for a more detailed
description of these components) and elaborate on the storytelling module thereafter.
The development of the InTaVia platform followed a participatory user-centered design
approach. More than 40 cultural heritage experts and GLAM practitioners were involved
in three workshops to identify relevant user practices and define user requirements at
the outset of the project [
139
]. In three iterations, users gave feedback on the state of the
platform development during workshops or individual test sessions. In Section 3.5, we
present some user feedback from the final evaluation.
sources
from
the past
SI
biographies &
(hi)stories
DE
FI
material object
collections
Europeana
digital national
biography DBs
digital object
databases
InTaVia
knowledge graph
multiple types of
cognition & action
multiple types
of expert users
narrative designs
for in/tangible histories
(1a) Search
(1b) Creation
3(1c) Curation
4(2)) Analysis
(3) Communication
AT
NL
1
2
3
(1) Data Curation Lab
(2) Visual Analytics Studio
(3) Storytelling Suite
non-expert
audiences
Figure 3. Architecture of the InTaVia platform, supporting a variety of cultural heritage data practices
with visualization-based interfaces, including the activities of searching, creating, curating, analyzing,
and communicating for a variety of user groups.
3.1. The InTaVia Knowledge Graph
InTaVia brings together data from four national biographical dictionaries: Austria
(APIS), Finland (BiographySampo), Slovenia (SBI), and the Netherlands (BiographyNet).
These biographical data have been harmonized to match the InTaVia Data Model IDM-
RDF [
140
], which is based on CIDOC-CRM [
141
]. After the integration and harmonization
of all biographical datasets, related cultural objects were retrieved from Europeana and
Wikidata for each actor.
The resulting InTaVia Knowledge Graph currently contains 24,588,310 triples on
165,960 actors from Austria, Finland, the Netherlands, and Slovenia, 230,068 cultural objects
from Europeana and 160,239 from Wikidata, as well as 3257 institutions and
24,446 places
(see Figure 4). The majority of documented biographical events (including events of object
creations) stretch out through the 19th and 20th centuries.
(a) (b)
Figure 4. The InTaVia Knowledge Graph contains nodes for historical actors, cultural objects, institutions,
and places—with a focus on the modern era from 1800 onward. (a) The InTaVia Knowledge Graph with
Informatics 2024,11, 26 7 of 25
actors in dark and objects in light green, generated with Cosmograph [
142
]. (b) The number of
entities by type (top) and the temporal distribution of biographical events (bottom) in the InTaVia
Knowledge Graph.
3.2. The InTaVia Data Curation Lab
The DC Lab is the entry point into the InTaVia platform by connecting to the InTaVia
Knowledge Graph (IKG) and by providing a means to search, inspect, collect, and curate
information on the vast CH data, which include persons, objects, institutions, and places.
Querying data: Users can access the knowledge graph through queries, which can be
customized based on specific parameters like text labels, entity types, or relations to specific
entities. This allows for targeted searches and retrieval of relevant DH and CH entities.
Query results are shown in a list where each entry provides a summary of the respective
entity, such as its label, type, and number of related events. Additionally, the result set
can be narrowed down further interactively in a visual overview of the returned entities.
To manage retrieved entities and reuse them across all platform modules, they can be
organized in user-created collections.
Collecting data: Collections are used throughout the DC Lab, VA Studio, and ST Suite
as user-defined sets of entities to save and manage the data that users are working with.
They can add individual entities or entire query result sets to a collection. Furthermore,
the DC Lab allows locally importing data from different sources like Excel sheets or JSON
files. It is important to note that these data are not shared with the IKG, nor is the IKG
updated when entities are locally edited. All the available information on an entity is
presented on a detail page that includes network, map, and timeline views on their related
entities and events, in addition to media files and a biographical text.
Creating and curating data: A specific screen enables users to create and curate data
in the DC Lab. This functionality allows manually correcting and enriching the data from
the knowledge graph, or merging it with locally imported data. In addition to curating
basic entity information like labels, linked URLs, and occupations, users can also enrich
an entity’s events and relations to other entities. Additionally, they can create new entities
not represented in the knowledge graph. These rich curation features give users complete
control over their data used for analysis and storytelling in the subsequent steps.
3.3. The InTaVia Visual Analytics Studio
The VA Studio module of the InTaVia platform provides temporal, spatial, and rela-
tional perspectives on cultural heritage information. To this end, users can create coordi-
nated visualizations in flexible workspaces with adaptable multi-panel layouts that provide
synoptic views with several perspectives on the data simultaneously. These tools help DH
and CH experts understand the connections and patterns within their data collections, and
develop and consolidate insights.
The three visualization types supported by the VA Studio are maps (including a
space–time
cube option), network graphs, and timelines. Visualizations can be customized
to fit the current information-seeking needs. Multiple options for color encoding (e.g., by
entity type or by time) enable different perspectives on the data. Various visual aggregation
methods, such as donut charts or bee swarm clusters, prevent occlusion and visual clutter
in analysis scenarios with many events in close spatial or temporal proximity. In addition,
features like visualizing life paths with trajectories on maps or in space–time cubes support
historians’ analysis tasks. Moreover, the visualizations created in the VA Studio can be
re-used in the final stage of the workflow by incorporating them into visual stories.
3.4. The InTaVia Storytelling Suite
How can we convey complex cultural data to non-experts? From the outset, the In-
TaViaplatform was designed to support experts with the compilation of data-driven stories,
so to present CH and DH information in an engaging and accessible manner. By allowing
treating each entity (persons, objects, institutions, places) as protagonists or “heroes” of
Informatics 2024,11, 26 8 of 25
their own narratives, InTaVia offers a highly flexible tool for conveying a more in-depth
and interconnected narrative understanding of cultural history and heritage topics.
The Story Creator, as the first component of the Visual Storytelling Suite, instantiates
an innovative concept for crafting multimedia-rich, interactive slideshow-based stories. It
integrates several features to enhance the storytelling experience:
Content creation and editing: The central component is a slide editor, which allows
users to create and organize their content visually. It allows combining novel or pre-existing
visualizations from the VA Studio with other media into unique layouts, with a focus on
editorial ease of use and well-structured, appealing results (see Figure 5b).
(c) story flow
(a) data panel (b) slide editor
Figure 5. Main parts of the Story Creator interface, zoomed in on the biography of Albrecht Dürer:
(a) The
data panel on the left lists the entities in the collection; (b) the editor in the center allows creat-
ing slides with a combination of visualization and multimedia content; (c) the story flow component
on the right allows managing the sequence of slides.
Slide management and flow control: This feature provides an easy way to manage
multiple story slides through a thumbnail-based panel, where users can create, duplicate,
delete, or rearrange slides (see Figure 5c). It also allows creating “nested slides” for adding
narrative depth with substories, which unfold on users’ demand [31].
Visualizations and interactions: Regarding different types of visualizations, the Story
Creator supports a unique mix of methods: While various “single-method” tools exist
(such as StoryMapJS [
73
] or TimeLineJS [
75
]), the narrative assembly of maps, timelines,
and network graphs has not been possible before. InTaVia’s Story Creator allows creating
stories with all of these visualization types, and including details on demand and options
for further exploration (see Figure 5b, left). To that end, it uses modern, responsive design
elements that are compatible with both desktop and mobile browsers.
Multimedia content and combinations: All visualizations can be enriched and com-
bined with various multimedia content, such as images, videos, 3D models, text blocks,
and HTML content (see Figure 5b, right, blue elements). Interactive elements such as quiz
games or external media and 3D renderings can further raise the factors of user engagement
and narrative user experience.
The Story Viewer, as the second major component of the Storytelling Suite, provides the
missing link to story audiences and fosters the interactive reception of stories developed
with the Story Creator. It brings stories to life through dynamic visual elements, ensures
smooth transitions between slides, and delivers high-quality visual renderings in a respon-
sive manner to support mobile devices. Additionally, it incorporates interactive features
that aim to enhance user engagement and provide an immersive storytelling experience. Its
Informatics 2024,11, 26 9 of 25
design focuses on maintaining user interest and involvement, thus setting a new standard
for visualization-based storytelling technology.
In its entirety, the Storytelling Suite offers a comprehensive solution for creating en-
gaging, interactive, and visually appealing stories with a first-time combination of multiple
visualization types. Its focus on dynamic content creation for multiple types of protagonists
makes it a valuable tool for a wide range of applications, from educational storytelling
in the arts and humanities fields to cultural tourism, journalism, and presentations in
GLAM institutions. For practitioners, we explain the whole process of crafting a story in a
walk-through video (https://youtu.be/VafQAFCqduw (accessed on 15 April 2024)).
3.5. User Feedback
The final version of the InTaVia platform was evaluated during a workshop with twelve
GLAM practitioners in September 2023. These results were amended by three individual
test sessions with an art curator, a museum education specialist, and a history teacher.
Overall, workshop participants liked the Storytelling Suite and expressed their intention
to use it in the future, considering it to be “a very efficient pedagogic tool”. Important
discussions evolved on questions of the copyrights of images from the web, which are
used in the stories. Another open topic turned out to be visual clutter—e.g., of network
visualizations—and how visual information density could be reduced to show additional
details on demand only.
During the individual test sessions, most experts immediately saw the potential of the
Story Creator for their communicative practices: An art curator wanted to create stories on
exhibition projects. For art education, it could be used as a tool for collaborative design
tasks for students. The history teacher suggested creating interactive learning sessions with
quizzes to digitally accompany a history schoolbook. When creating stories, the experts
did not find the Story Creator fully intuitive in the first place, but could quickly use it with
some help. “The workflow model of InTaVia is a great one—which has the potential to
change my practice—and that of colleagues in various domains”.
In conclusion, the holistic workflow of the InTaVia platform (illustrated in Figure 1,
right-hand side) supports multiple practices from finding and curating cultural information
to analyzing and exploring it to communicating it in engaging visual narratives. While this
appears at first like a straightforward step-by-step process, reality often differs. Commonly,
many loops and jumps between the steps occur until all details of a biography are explored
and understood. While analyzing the data, missing attributes or links might be discovered,
and the need for additional visualizations might arise when authoring a visual story.
Accordingly, the InTaVia platform facilitates seamless switching between the DC Lab, VA
Studio, and ST Suite to foster this iterative process. Users can enter the workflow at
any stage and effortlessly jump between the steps, turning the platform into a powerful
multi-practice tool.
4. Use Cases
Given the outlined combination of features (Which stories are possible for which
types of “heroes”?), this section presents four narrative use cases revolving around dif-
ferent kinds of entities as story protagonists: persons,objects,groups, and places. These
stories emerged from associated cultural or historical research projects and from co-design
processes involving visualization experts, media designers, and domain experts. All of
them are available as editable example story use cases within the InTaVia Story Creator
(https://intavia.acdh-dev.oeaw.ac.at/storycreator (accessed on 15 April 2024)).
4.1. Person Biography: Albrecht Dürer
A first story provides an introduction to the life of Albrecht Dürer, including visual
representations of his biographical data and related cultural objects (https://youtu.be/
3MRpasJiLqI (accessed on 15 April 2024)). It is targeted at the general public with an
interest in art history. The underlying data have been manually curated by Anja Grebe
Informatics 2024,11, 26 10 of 25
and draws from her research on Dürer’s life and work [
143
,
144
]. A sub-story deals with
Dürer’s journey to the Netherlands, for which she studied his diary with highly detailed
travel records [
145
]. The biographical data have been enriched with related media on
Dürer’s artworks and uncertainty information [
130
], to illustrate how biographical events
and spatial movements influenced his artistic oeuvre.
Plot: The story recounts the life of the German artist Albrecht Dürer from birth to death
(see Figure 6). Recipients, thus, can contemplate important works and turning points of the
life of this exceptional artist: his education, the development of his craft, his travels, and
his international success. A combination of descriptive and narrative texts, visualizations,
and images shows how threads of life, business, and artistic work weave into each other.
While the main story conveys a biographical overview, it also offers to branch from the
main narrative into a detailed sub-story of Dürer’s journey to the Netherlands in 1520.
Figure 6. Overview of the story of Albrecht Dürer’s life.
Narrative visualization: The story combines interactive map and timeline visualizations
to let readers trace and explore significant events and milestones in Dürer’s life, revealing
travel patterns and his overall life path. Seamless transitions between selected points in
the visualizations on different slides support users in following the course of his life and
his travels. While users can consume the story passively and only interact with the slide
navigation, they can also freely explore the map and timeline visualizations.
4.2. Object Biography: Cellini’s Saliera
The Saliera story recounts the object biography of a prominent cultural artifact: The
golden salt cellar Saliera is a masterpiece of Renaissance art by the Italian goldsmith
Benvenuto Cellini, which came to renewed fame due to its theft and rediscovery. The story
aims at the general public and interweaves object information with biographical aspects of
its artist and information on other related persons. The data have been manually generated
by Maximilian Kaiser and enriched by members of the project team for an experimental
study on story designs.
Plot: Foreshadowing the recovery of the stolen golden salt cellar in 2006, the history of
Cellini’s masterpiece is told chronologically (see Figure 7): From its first conceptualization
by Benvenuto Cellini in the 16th century, where it was deemed unfeasible by the original
sponsor, to its actual production for the French king Francis I, who gave it to the Austrian
archduke as a present. Later on, it became forgotten until J.W. Goethe translated Cellini’s
Informatics 2024,11, 26 11 of 25
biography into German and interest in the artist’s work arose again due to his wild and
turbulent life, mixing high art with murder and other crimes. Eventually, the Saliera became
one of the most prominent exhibits at the Museum of Art History in Vienna. In 2003,
during restoration work on the museum’s facade, it was stolen from the museum in a
spectacular heist, to be recovered again after years of investigations in a forest near Vienna,
so that it is now on display again.
Figure 7. Overview of the story of Cellini’s Salt Cellar reporting on its trajectory and theft, but also
offering insights into its creator’s life.
Narrative visualization: Visualizations mainly focus on the object data and recount the ob-
ject’s biography with a timeline and a map, enabling users to trace and interactively explore
significant events and transportation patterns, in which the golden artifact was involved.
4.3. Set Biography: Tuusula Lake
This story centers on a prosopographic data set, aggregating the biographies of multiple
persons related to the Finnish Lake Tuusula into a collective narrative (https://youtu.be/
_9gr62cg85w (accessed 15 April 2024)). The target audience is the general public with an
interest in art and cultural history. The biographical information of the artists has been
gathered from the InTaVia Knowledge Graph (IKG). New cultural objects for the houses
have been created and merged with the data from the IKG [97].
Plot: The story focuses on a group of influential Finnish artists who settled to live
around Lake Tuusula in the early 20th century—and on the creative network generated
among them (see Figure 8). After an introduction, the recipient is guided to important
places around Lake Tuusula and introduced to the actors, important events in their lives,
and some of their works.
Narrative visualization: The story starts with two visualizations introducing the Tuusula
lake community as a group: (1) A map visualization conveys the cosmopolitan character
of the community, which was active all over Europe. (2) A network visualization of all
important actors of the community depicts how close knit the artistic collective around the
lake was, leading to influences and paintings of each other.
After setting the scene, the story focuses on a map of Lake Tuusula, which guides the
user around the artists’ residences along the shore. For each artist, a timeline illustrates the
most important life events—with a selection of them highlighted, while the others can be
explored by the readers.
Informatics 2024,11, 26 12 of 25
Figure 8. Overview of the story of the Tuusula lake community, shedding light on the historical
development of a close knit artist community settling around a Finish lake.
4.4. Place Biography: The Building History of the Vienna Hofburg
The Hofburg story is both a place and a complex architectural object biography
in Vienna, targeting the general public with an interest in imperial and cultural his-
tory, as well as tourists visiting the building complex of the Vienna Hofburg (https:
//youtu.be/VfMtttzMtJ4 (accessed 15 April 2024)). Though it appears to be one coherent
building complex today, it was built in steps and phases over centuries as a symbol of the
Habsburgs’ power. The data have been manually generated by Richard Kurdiovsky and
project colleagues and are based on a major research project by the Austrian Academy of
Sciences [146–151].
Plot: The story tells the construction history of the Hofburg in Vienna from its founding
in the 13th century until today (see Figure 9). Over the course of centuries, it developed
from a basic fortified castle to a huge palatial building complex as the power and empire
of the Habsburg monarchy grew. Visual representations of different construction phases
and building objects are shown in historic drawings, plans, prints, and 3D renderings. This
story also branches into a detailed description of the Hofburg’s building state around 1590
(which could be added for each of the presented building states in a similar way).
Narrative visualization: As the story focuses on a whole place of imperial living, a map
visualization is the central visualization component, around which the story unfolds. It
enables viewers to better comprehend the location of different buildings and the growing
size of the palatial building complex. The map is complemented by 3D renderings of the
Hofburg, which visualize the size of the building complex at each development stage.
At the end of the story, users can explore the building complex with the 3D engine of
Google Street View.
Informatics 2024,11, 26 13 of 25
Figure 9. Overview of the story of the Hofburg castle in Vienna, Austria, utilizing 3D renderings of
historical stages of the castle and a further interactive 3D model plus augmented reality experiment.
4.5. Comparative Summary
The outlined stories center on different kinds of heroes: a person (Dürer), an object
(Cellini’s Saliera), a place (the Vienna Hofburg), and a group (the Tuusula Lake community).
While each story has its unique characteristics, several commonalities become apparent:
(1) Setting: At the beginning of each story, the focus is put on a unique type of hero, setting
the scene and introducing the main actor. Depending on the entity type, different
kinds of information are given: For a person, it is the life range and occupation; for an
object, it is the creator and its temporal and regional origin; for a place, it is the spatial
context; for groups, it is their members. But, independent of the entity type, the initial
emphasis of all settings is on the importance and specificity of the protagonists: Why
are they of interest? Why are their stories told, and why should the recipient care?
(2)
Visualization: Due to the inherent temporal nature of biographies, all stories make use
of time visualizations, which greatly helps guide viewers through important events
and stages of the heroes’ lives chronologically. Depending on the entity type, other
types of visualizations then provide complementary support for the comprehension
of a story: for instance, a network visualization emphasizes how a group of actors is
related, while maps make movement patterns transparent and help locate places.
(3) Linking the visualization with the story flow: For visualization-based stories, users should
be supported to create links between the textual paragraphs, which mostly carry the
narrative and interconnect the visualizations and other media [
152
–
154
]. In our use
cases, this is realized threefold: by placing related text blocks and visualizations side
by side, by highlighting relevant data points (places on the map or events on the
timeline), and by showing transitions between different places or events.
(4)
User experience and engagement: How engaging a story is does not depend on the kind
of entity, but rather on the narrative design patterns: for example, whether story
hooks are presented at the outset or in the midst of a setting, whether tension is built
up successively and developed by a narrative arc, or whether surprising turns or facts
are presented within the story, which (re)kindle the viewer’s attention. Arguably,
story recipients can more easily identify with human actors than with a salt cellar or
with a building. However, by changing our perspective or by combining multiple
types of entities, we can “humanize” and dramatize such stories, as is shown in the
Saliera story, where its creator is prominently featured. We will come back to this point
in the discussion.
Informatics 2024,11, 26 14 of 25
5. Discussion
Various questions, which arise from the outlined endeavor, seem to be of general
relevance for storytelling within the DH and CH fields. We start from the assertion raised
in the paper title and discuss questions of scalability, conceptual accuracy, and visualization
design, but also challenges and opportunities opened up by novel technologies like Large
Language Models, Artificial Intelligence, and Mixed Reality. Finally, we elaborate on the
implications for DH and CH practice.
Can every thing be a hero? The InTaVia project created a knowledge graph and a
platform that allows modeling visualization-based stories on any kind of entity available as
a node in its knowledge graph. Obviously, this does not guarantee that each (kind of) hero
story will be equally successful in terms of user engagement and learning. User engagement
is oftentimes questioned when it comes to non-human entities, such as physical CH objects.
To study this effect, we recently conducted a pilot study in which we compared stories on
human actors with stories on cultural objects [
155
]. For object stories, the study participants
indeed reported slightly lower levels of engagement. A possible explanation could be that
objects are more frequently perceived as passive entities, whose course is only influenced
by others’ actions. Still, objects such as artworks, weapons, or tools obviously influence
persons and other entities and can be analyzed as protagonists; we just have to shift our
perspective [
156
]. However, the dominant form of metadata for CH objects makes their
dynamic and “biographical” representation difficult: objects frequently have only one (or
very few) structured events assigned (“has been created by”), whereas person biographies
are a much more event-focused genre. Further interesting object events (such as restorations,
modifications, sales, theft, destruction, but also, interpretations or inspirations) and related
entities are rarely documented in a structured fashion. But, biographical visualizations
depend on rich and structured event data—no matter which kind of entity—which makes
options for manual data enrichment essential. How much engagement and interest a
specific (type of) hero triggers depends also on the recipient of the story. For example,
identification with the story protagonist is known to increase engagement. But, also, the
right level of story complexity, which matches the recipient’s available cognitive resources
for processing and sensemaking and deviations both upward or downward put a positive
reception in jeopardy. Finally, identification with a protagonist can also be triggered by
tangible cultural objects, which can be exhibited in their “auratic” reality, and augmented
by visualization-based stories. Such hybrid or extended realities are known to blur the
borderline between digital and real story worlds and allow directly linking physical objects
and places of cultural importance to their digital derivates, further digital multimedia
content, and visualization-based stories.
Are we looking at the right kinds of heroes? The InTaVia platform has been devel-
oped to support a range of more open and less anthropocentric (i.e., “multi-protagonist”)
approaches to visual analysis and storytelling in CH and DH. Due to this strategy, it
allows complementing the traditional work with human-centered biographies with non-
anthropocentric accounts on the histories and biographies of things, institutions, places, or
combinations thereof. In combination with the design strategy to utilize multiple types of
data visualizations, this generates an impressive modeling spectrum for historiographical
topics. Regarding the resulting scale and scalability of InTaVia’s visualizations, Figure 10
shows how the Visual Analytics Studio (see Section 3.3) allows centering the work of digital
humanists and historians on individual biographies first (see Figure 10a), and proceeding
to the visual analysis and representation of smaller and larger aggregates of entities from
there (see Figure 10b,c). In contrast to many existing (mono-method and mono-scale) visu-
alization tools (see Section 2), this is a significant extension of the visual representational
range, and a development direction we consider as highly relevant for future research.
Informatics 2024,11, 26 15 of 25
(a) individual entities (b) small aggregates (c) larger aggregates
(i) timelines(ii) maps(iii) graphs
Figure 10. Possible scales for multiple types of visualizations in the Visual Analytics Studio:
(a) Albrecht
Dürer with only donut charts in the timeline as a form of visual aggregation; (b) artists
from the network around Lake Tuusula in Finland with a bee swarm depiction in the timeline and
map to minimize overlap; (c) larger group of 200 cultural heritage actors with a relation to Berlin,
Germany, with a distant view of the lifetimes in the timeline and donut charts on the map.
However, with the project’s initial design decision to build the InTaVia story viewer
as a responsive output device for non-expert audiences (see Section 3.4)—and, thus, to
acknowledge their common mobile-first expectations—the representational range of the
whole Storytelling Suite was deliberately reduced to the first two columns of Figure 10,
and to foreground knowledge communication with individual entities and small aggre-
gates. Future work on narrative visualization for CH and DH, thus, faces a wide field to
cover with multi-scale tools, but also the need to discuss the added benefits of seamless
upward scalability. It stands to reason that the benefits of covering the full spectrum—from
individual biography visualizations to representations of big history [
157
–
159
]—will be
offset by numerous development costs. Aside from substantial design challenges to enable
world historical “scalable viewing”, the need to consolidate large-scale databases first is
often discussed [
28
,
160
], but nowhere near completion. It seems obvious that evolving
AI and LLM technologies will help to make steep inroads towards enriching, harmoniz-
ing, and upscaling such projects, but only with co-creating a whole range of reliability
challenges in history-adjacent fields [
161
], where rich and uncontested sources are noto-
riously scarce to begin with. Beyond the challenges of assembling large-scale databases
with seamless granularity for rather natural historical entities (such as persons, objects,
and all their evolving types of aggregates), an even bigger challenge might be modeling the
connections of these entities to the conceptual entities (i.e., the various scholarly concepts,
terms, and ideas) that guide and govern historical inquiries [
162
]. As summarized at the
outset (see
Section 1),
there seems to be a valid and time-tested argument for working with
micro-analytical (e.g., person or thing-oriented) lenses in most communities of historio-
graphical practice and discourse. But, whether the lion’s share of DH visualization tools
is looking at the “right” kind of heroes and actors with their focus on concrete entities
(from “great (wo)men” to “common fellows” and from crowns to artworks and artifacts),
which are relatively easy to extract with standard-NLP methods, deserves a more intense
debate. As a consequence, the rather simple ontologies of historical entities and agents,
which undergird InTaVia and similar projects, could see fascinating extensions, together
with the visual grammars of related front ends and their visual displays.
Informatics 2024,11, 26 16 of 25
AI and Large Language Models: Applications of advanced Artificial Intelligence (AI)
and Large Language Models (LLMs) have already shown their tremendous potential for
CH and DH research and practice [
163
–
166
]. As such, possible contributions to biographical
research and storytelling have been explored in the InTaVia project [
167
–
169
], but we expect
their relevance to steeply rise, numerous challenges notwithstanding [
170
–
172
]. In history-
related fields, LLMs can introduce advantages in creating and assembling structured data
from textual sources [
173
], but also in detecting and combining the complex connections
between cultural objects, actors, and their historical context rendered in large data sets,
knowledge graphs, or unstructured sources [
168
,
174
]. AI algorithms are proficient in
pattern recognition, which allows them to reveal concealed links between entities of a
knowledge graph [
175
]. Using LLMs both in the creative and scientific writing process
is currently transforming content creation and storytelling processes everywhere, while
numerous issues have to be sorted out in real time [
161
,
176
]. However, we see the most
disruptive use of LLMs in CH fields arise with the options of dynamic, context-driven,
personalized, and real-time adjusted storytelling [
164
,
177
]. Such applications can build on
obvious advantages—in contrast to applications with fixed and expert-driven story content,
such as InTaVia—but until LLM applications can guarantee legitimate standards’ factuality,
not only fluency [161], we see a substantial need for both types of systems to evolve.
Complementing the opportunities of AI and LLMs for data mining, knowledge com-
munication, and storytelling in CH and DH, the field of visualization design is expecting to
see seismic shifts in the near-term future [
178
,
179
]. On the one hand, the number of tools
that utilize rule-based AI-approaches to support the effective and efficient mapping of data
to diagrams and their design dimensions is constantly growing [
180
]. On the other hand,
it is becoming apparent how LLM technologies will simplify, assist, and (semi-)automate
the creation process of narrative visualizations across the whole workflow cycle. This in-
cludes practices of data collection, data processing, and insight extraction, the construction
and structuring of narratives, the design and authoring of visualizations, together with
their presentation and interpretation [
181
,
182
]. However, when it comes to the mining
and visualization of CH and DH data, it seems particularly relevant to proactively deal
with omnipresent uncertainties and a lack of sources on the data side, together with in-
herent hallucinatory tendencies and missing standards for cultural–historical sensitivity,
methodologies, and source critiques on the tool provider side. As such, there is a growing
need to ensure that emerging options to (co-)create historiographical data, stories, and
visualizations will be accompanied by the development of robust strategies to ensure that
the results align with standards of rigor and reliability, while being transparent on their
provenance and on their expected limitations [161,183].
Extended Reality (XR), Object Presence, and the Metaverse: The utilization of mobile
applications and augmented reality designs in CH settings, such as museums or heritage
and archeology sites, holds great potential for more immersive and engaging story ex-
periences [
184
–
186
]. In analogue exhibition settings, objects can be points of departure
for storytelling, when they are augmented with digital information through smartphones
and wearable technology. As such, story audiences can directly interact with real objects
on site and gain from the “aura” of original artworks, which promises to enable richer,
more meaningful experiences and deeper understandings of the object’s significance and
history [
187
]. The rapid growth of XR and the Metaverse generates additional opportunities
for storytelling in the CH sector. The availability of not only 3D objects, but also rich, inter-
active, persistent, and fully immersive environments for object and story interaction opens
up deeper possibilities that still need to be researched and developed. Stories about objects
or other protagonists, for instance traveling through time and space, while interacting with
different people, and being involved in events can be mapped into freely scalable and
explorable space–time cubes [
159
]. Thereby, new options for hybrid knowledge exploration
and navigation and new forms of collaborative access emerge [188].
Implications for CH practice: The current state of the CH industry indicates that
GLAM institutions have successfully incorporated digital databases and tools for mediation,
Informatics 2024,11, 26 17 of 25
education, and storytelling [
189
]. Museums, for example, are increasingly offering on-
site mobile apps and interactive media experiences to enrich visitors’ knowledge and
experience of their exhibits. As museums are mostly object-focused, they are primary
candidates for using multi-entity storytelling methods as discussed in this article. However,
a range of practical challenges needs to be addressed in order to fully exploit the existing
potential. These include (1) skills, (2) data accessibility, and (3) technology: (1) Concerning
skills, cultural educators and other GLAM professionals must broaden and enhance their
competencies for different storytelling formats, media types, interaction modes, and data
relationships [190]. Analyses of digital storytelling practices highlight the obvious impact
of technology on story production, but also the omnipresent need to increase data and
tool literacy [
191
]. (2) Concerning data accessibility, CH practitioners can rarely exploit the
opportunities of multi-entity storytelling. To achieve this, increases in the accessibility,
connectivity, and interoperability of cultural databases are needed—which are currently
highly dispersed, incompatible, and isolated. The importance of interoperable digital
platforms for the storage, processing, and visualization of CH data—and improvements to
data accessibility—are also crucial for the sustainable and inclusive valorization of CH [
192
].
(3) Concerning available technologies, more powerful and accessible digital solutions are
required for the creation of engaging DH and CH stories that accommodate various content
types and user interactions [
193
]. Thus, the editing of dynamic stories linked to various CH
and DH entities requires novel editing tools to handle whole workflows together with their
conceptual and informational complexity. In this context, it will be key to refine and adapt
multi-level tools such as InTaVia and to ensure their functionality beyond the maturity level
of research prototypes.
6. Conclusions
Storytelling has been said to drive the development and reproduction of human
cultures and knowledge since prehistoric times [
194
]. Spectacular changes in media and
information technology—evolving at an ever-accelerating pace—have not diminished the
relevance and dominance of stories as a communication form a bit, but have multiplied
the ways in which cultural narratives can unfold and be reproduced, including spectacular
options for their multimodal and immersive expression.
With this paper, we started from work in the field of visualization-based storytelling
for biography research—and made the case for orchestrated integration efforts—to create
more synoptic and integrated storytelling technologies for the DH and CH data domains. The In-
TaVia project realized such a platform by following five development strategies, which
allowed integrating multiple data and tool dimensions, which have been separated before:
(a)
Multi-database: The platform draws together multiple types of databases (i.e., on
cultural persons and objects) into a coherent knowledge graph.
(b)
Multi-protagonist:InTaVia generalizes the protagonist role to cover multiple types of
entities in the CH and DH domains.
(c)
Multi-visualization: The platform covers and combines multiple visualization types,
which have not been integrated by storytelling tools before.
(d)
Multi-media: The platform leverages the power of multiple kinds of media (in lieu of
visualizations, also text, images, audio, video, 3D models, HTML content, etc.).
(e)
Multi-practice: Finally, the platform follows a holistic, workflow-oriented design,
supporting multiple types of cultural data practices from information creation to
analysis and communication.
We consider such synoptic and integrative design approaches and resulting tools to be
of high relevance for the CH and DH domains, but also for adjacent data and application
fields, including education, journalism, and (inter-)cultural knowledge communication.
They provide scholars and practitioners of these professions with powerful all-round tools,
connect them to open data collections, and cover all relevant processing practices, while
being engineered for the efficient creation of highly context-specific results.
Informatics 2024,11, 26 18 of 25
With current AI developments shifting the ground under most DH, CH, and visual-
ization technologies in real time, projections for the relevance of all sorts of methods are
well advised to proceed cautiously and remain deliberately open for disruptive story turns.
However, given the known limitations of generative AI, it stands to reason that expert-
driven storytelling technologies such as InTaVia will play an important and indispensable
role for trustworthy cultural knowledge communication until further notice.
Author Contributions: Conceptualization: E.M., K.S. and F.W.; data curation: J.K., S.B. and J.L.;
formal analysis: E.M.; funding acquisition: E.M. and F.W.; investigation: J.K., E.M., S.B., J.L. and F.W.;
methodology: J.K., E.M., K.S., S.B., J.L. and F.W.; project administration: E.M. and F.W.; resources: K.S.;
software: J.K., S.B. and J.L.; supervision: E.M., K.S. and F.W.; validation: E.M. and F.W.; visualization:
J.K., E.M., S.B., J.L. and F.W.; writing—original draft: J.K., E.M., K.S., S.B., J.L. and F.W.; writing—
review and editing: J.K., E.M., S.B. and F.W.; All authors have read and agreed to the published
version of the manuscript.
Funding: This work was funded by the H2020 research and innovation action InTaVia, project
No. 101004825.
Institutional Review Board Statement: Not applicable.
Informed Consent Statement: Not applicable.
Data Availability Statement: The data and program code are available on InTaVia’s GitHub account
(https://github.com/InTaVia (accessed on 15 April 2024)). The InTaVia prototype is available via
https://intavia.acdh-dev.oeaw.ac.at (accessed on 15 April 2024). There, the Storytelling Suite is
available under https://intavia.acdh-dev.oeaw.ac.at/storycreator (accessed on 15 April 2024). The
stories can be consumed responsively via https://intavia.fluxguide.com/fluxguide/public/content/
fluxguide/exhibitions/1/system/app/dist/index.html (accessed on 15 April 2024).
Acknowledgments: The authors want to thank the whole InTaVia consortium https://intavia.eu/
about/team/ (accessed on 15 April 2024) for the ongoing splendid collaboration.
Conflicts of Interest: Author Kasra Seirafi is co-founder of the company Fluxguide. The remaining
authors declare that the research was conducted in the absence of any commercial or financial
relationships that could be construed as a potential conflict of interest. Other than that, the authors
declare no conflicts of interest.
References
1.
Loriga, S. The plurality of the past: Historical time and the rediscovery of biography. In The Biographical Turn; Routledge: London,
UK, 2016; pp. 47–57.
2. Meister, D.R. The biographical turn and the case for historical biography. Hist. Compass 2018,16, e12436. [CrossRef]
3. Nasaw, D. Historians and Biography Introduction; Oxford Academic: Oxford, UK, 2009.
4.
Oakley, A. The social science of biographical life-writing: Some methodological and ethical issues. Int. J. Soc. Res. Methodol. 2010,
13, 425–439. [CrossRef]
5. Waite, P.B. Invading privacies: Biography as history. Dalhous. Rev. 1990,69, 479–495.
6. Renders, H. Biography as a Correction to History. Gd. Fig. Hist. Lett. Arts 2017,2017, 31–37. [CrossRef]
7. Renders, H.; De Haan, B.; Harmsma, J. The Biographical Turn: Lives in History; Taylor & Francis: Abingdon, UK, 2016.
8. Gosden, C.; Marshall, Y. The cultural biography of objects. World Archaeol. 1999,31, 169–178. [CrossRef]
9.
Kopytoff, I. The cultural biography of things: Commoditization as process. Soc. Life Things Commod. Cult. Perspect. 1986,
68, 70–73.
10.
Hanney, R. One myth to rule them all and in the darkness bind them: A critical examination of Joseph Campbell’s The Hero’s
Journey. Media Pract. Educ. 2024, 1–10. [CrossRef]
11.
Dal Falco, F.; Vassos, S. Museum experience design: A modern storytelling methodology. Des. J. 2017,20, S3975–S3983. [CrossRef]
12. Hoskins, J. Biographical Objects: How Things Tell the Stories of Peoples’ Lives; Routledge: London, UK, 2013.
13.
van der Zwaan, J.M.; van Meersbergen, M.; Fokkens, A.; Ter Braake, S.; Leemans, I.; Kuijpers, E.; Vossen, P.; Maks, I. Storyteller:
Visualizing perspectives in digital humanities projects. In Proceedings of the International Workshop on Computational History
and Data-Driven Humanities, Dublin, Ireland, 25 May 2016; pp. 78–90. [CrossRef]
14.
Baelo-Allué, S.; Calvo-Pascual, M. Transhumanism and Posthumanism in Twenty-First Century Narrative; Routledge: Oxfordshire,
UK, 2021.
15.
Bounegru, L.; Venturini, T.; Gray, J.; Jacomy, M. Narrating networks: Exploring the affordances of networks as storytelling devices
in journalism. Digit. J. 2017,5, 699–730. [CrossRef]
Informatics 2024,11, 26 19 of 25
16.
Boje, D.; Tourani, N. The agential materiality of storytelling. In Qualitative Methodologies in Organization Studies: Volume I: Theories
and New Approaches; Palgrave Macmillan: Cham, Switzerland, 2018; pp. 113–135.
17.
Legg, E.; Sullivan, P. Storytelling as a balancing practice in the study of posthuman praxis. In Posthuman Praxis in Technical
Communication; Routledge: Oxfordshire, UK, 2018; pp. 23–45.
18.
Humphries, C.; Smith, A.C. Talking objects: Towards a post-social research framework for exploring object narratives. Organization
2014,21, 477–494. [CrossRef]
19. Jørgensen, K.M.; Fatien, P. Gaia storytelling: Management learning as terrestrial politics. Organization 2024, online first.
20.
ter Braake, S.; Fokkens, A.; Sluijter, R.; Declerck, T.; Wandl-Vogt, E. Biographical Data in a Digital World 2015. In Proceedings
of the First Conference on Biographical Data in a Digital World 2015 (BD 2015), Amsterdam, The Netherlands, 9 April 2015;
Volume 1399.
21.
ter Braake, S.; Fokkens, A.; Sluijter, R.; Arthur, P.; Wandl-Vogt, E. Biographical Data in a Digital World 2017. In Proceedings of the
Second Conference on Biographical Data in a Digital World 2017 (BD 2017), Linz, Austria, 6–7 November 2017; Volume 2119.
22.
Daza, A.; Fokkens, A.; Osenova, P.; Simov, K.; Popov, A.; Arthur, P.; Declerck, T.; Sluijter, R.; ter Braake, S.; Wandl-Vogt, E.
In Proceedings
of the Editorial Introduction to Biographical Data in a Digital World 2019 (BD 2019), Wokshop Proceedings, Varna,
Bulgaria, 5–6 September 2019.
23.
Daza, A.; Fokkens, A.; Hadden, R.; Hyvönen, E.; Koho, M.; Wandl-Vogt, E. Biographical Data in a Digital World 2022 (BD 2022)
Workshop. In Proceedings of the Digital Humanities 2022, The Alliance of Digital Humanities Organizations (ADHO), Tokyo,
Japan, 25 July 2022.
24.
Bruseker, G.; Carboni, N.; Guillem, A. Cultural heritage data management: The role of formal ontology and CIDOC CRM.
In Heritage and Archaeology in the Digital Age: Acquisition, Curation, and Dissemination of Spatial Cultural Heritage Data; Springer:
Berlin/Heidelberg, Germany, 2017; pp. 93–131.
25.
De Boer, V.; Wielemaker, J.; Van Gent, J.; Hildebrand, M.; Isaac, A.; Van Ossenbruggen, J.; Schreiber, G. Supporting linked data
production for cultural heritage institutes: The amsterdam museum case study. In Proceedings of the Semantic Web: Research
and Applications: 9th Extended Semantic Web Conference, ESWC 2012, Heraklion, Greece, 27–31 May 2012; Proceedings 9;
pp. 733–747.
26.
Davis, E.; Heravi, B. Linked data and cultural heritage: A systematic review of participation, collaboration, and motivation.
J. Comput. Cult. Herit. (JOCCH) 2021,14, 21. [CrossRef]
27.
Zuanni, C. Object biographies in the digital age: Documentation, life-histories, and data. Int. J. Herit. Stud. 2023,29, 695–710.
[CrossRef]
28. Kaplan, F.; Di Lenardo, I. The advent of the 4D mirror world. Urban Plan. 2020,5, 307. [CrossRef]
29.
Jänicke, S.; Franzini, G.; Cheema, M.F.; Scheuermann, G. Visual text analysis in digital humanities. Comput. Graph. Forum 2017,
36, 226–250. [CrossRef]
30. Arnold, T.; Tilton, L. Distant Viewing: Computational Exploration of Digital Images; MIT Press: Cambridge, MA, USA, 2023.
31.
Segel, E.; Heer, J. Narrative visualization: Telling stories with data. IEEE Trans. Vis. Comput. Graph. 2010,16, 1139–1148.
[CrossRef]
32. Raffensperger, C. Visualizing Prosopography through Digital Humanities. Mediev. Prosopography 2019,34, 207–220.
33. DARIAH-DE. DARIAH-DE Geo-Browser. Available online: https://geobrowser.de.dariah.eu (accessed on 27 February 2024).
34.
Wang, K.; Li, C.; Zhou, X. Complex Network Analysis Based on Politics of Northern Song Dynasty. In Proceedings of the 2019 6th
International Conference on Dependable Systems and Their Applications (DSA), Harbin, China, 3–6 January 2020; pp. 475–479.
35.
Urbinati, A.; Burdisso, E.; Mattutino, C.; Vilella, S.; Semeraro, A.; Ruffo, G.; Corti, C.; De Martino, S.; Devecchi, E.; Scarpa, E.;
et al. Bridging Representation and Visualization in Prosopographic Research: A Case Study. In Proceedings of the 1st Italian
Workshop on Artificial Intelligence for Cultural Heritage (AI4CH22), Co-Located with the 21st International Conference of the
Italian Association for Artificial Intelligence (AIxIA 2022), Udine, Italy, 28 November 2022; pp. 80–92.
36.
Heer, J.; Boyd, D. Vizster: Visualizing online social networks. In Proceedings of the IEEE Symposium on Information Visualization,
Minneapolis, MN, USA, 23–25 October 2005; pp. 32–39.
37.
Weaver, C. Multidimensional data dissection using attribute relationship graphs. In Proceedings of the 2010 IEEE Symposium on
Visual Analytics Science and Technology, Salt Lake City, UT, USA, 24–29 October 2010; pp. 75–82.
38.
Novak, J.; Micheel, I.; Melenhorst, M.; Wieneke, L.; Düring, M.; Morón, J.G.; Pasini, C.; Tagliasacchi, M.; Fraternali, P.
HistoGraph—A
visualization tool for collaborative analysis of networks from historical social multimedia collections. In
Proceedings of the 2014 18th International Conference on Information Visualisation, Paris, France, 16–18 July 2014; pp. 241–250.
39.
Klein, L.F. The image of absence: Archival silence, data visualization, and James Hemings. Am. Lit. 2013,85, 661–688. [CrossRef]
40.
Jänicke, S.; Focht, J. Untangling the Social Network of Musicians. In Proceedings of the Book of Abstracts of DH2017; Alliance of
Digital Humanities Organizations, Montreal, Canada, 8–11 August 2017.
41.
Gergaud, O.; Laouenan, M.; Wasmer, E. A Brief History of Human Time. Exploring a Database of “Notable People”; LIEPP Working
Paper; SciencesPo: Paris, France, 2016; Volume 46.
42.
Leskinen, P.; Hyvönen, E.; Tuominen, J. Analyzing and Visualizing Prosopographical Linked Data Based on Biographies. In
Proceedings of the Second Conference on Biographical Data in a Digital World 2017 (BD2017), CEUR Workshop Proceedings,
Linz, Austria, 6–7 November 2017.
Informatics 2024,11, 26 20 of 25
43.
Khulusi, R.; Kusnick, J.; Meinecke, C.; Gillmann, C.; Focht, J.; Jänicke, S. A Survey on Visualizations for Musical Data. Comput.
Graph. Forum 2020,39, 82–110. [CrossRef]
44. Khulusi, R.; Billib, S.; Jänicke, S. Exploring Life in Concentration Camps through a Visual Analysis of Prisoners’ Diaries.
Information 2022,13, 54. [CrossRef]
45.
Khulusi, R.; Kusnick, J.; Focht, J.; Jänicke, S. musixplora: Visual analysis of a musicological encyclopedia. In Proceedings of the
15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2020;
SCITEPRESS Digital Library: Setúbal, Portugal, 2020; pp. 76–87.
46.
Jänicke, S.; Focht, J.; Scheuermann, G. Interactive Visual Profiling of Musicians. IEEE Trans. Vis. Comput. Graph. 2016,22, 200–209.
[CrossRef]
47.
Schich, M.; Song, C.; Ahn, Y.Y.; Mirsky, A.; Martino, M.; Barabási, A.L.; Helbing, D. A network framework of cultural history.
Science 2014,345, 558–562. [CrossRef]
48.
Krstajic, M.; Bertini, E.; Keim, D. Cloudlines: Compact display of event episodes in multiple time-series. IEEE Trans. Vis. Comput.
Graph. 2011,17, 2432–2439. [CrossRef]
49.
André, P.; Wilson, M.L.; Russell, A.; Smith, D.A.; Owens, A.; Schraefel, M. Continuum: Designing timelines for hierarchies,
relationships and scale. In Proceedings of the 20th Annual ACM Symposium on User Interface Software and Technology,
Newport, RI, USA, 7–10 October 2007; pp. 101–110.
50.
Chen, A.T.; Martell, J.; Lach, P. Supporting discovery through contextual representation: Developing a tool for visually exploring
slave narratives. In Proceedings of the 2016 Workshop on Visualization for the Digital Humanities, Co-Located with IEEE VIS
2016, San Jose, CA, USA, 7–12 May 2016.
51.
Khulusi, R.; Kusnick, J.; Focht, J.; Jänicke, S. An interactive chart of biography. In Proceedings of the 2019 IEEE Pacific
Visualization Symposium (PacificVis), Bangkok, Thailand, 23–26 April 2019; pp. 257–266.
52.
Brehmer, M.; Lee, B.; Bach, B.; Riche, N.H.; Munzner, T. Timelines revisited: A design space and considerations for expressive
storytelling. IEEE Trans. Vis. Comput. Graph. 2016,23, 2151–2164. [CrossRef]
53.
Scholars’ Lab. Neatline—Plot Your Course in Space and Time. Available online: https://neatline.org/ (accessed on
17 August 2023).
54. Jänicke, S.; Heine, C.; Scheuermann, G. Geotemco: Comparative visualization of geospatial-temporal data with clutter removal
based on dynamic delaunay triangulations. In Proceedings of the Computer Vision, Imaging and Computer Graphics. Theory
and Application: 7th International Joint Conference, VISIGRAPP 2012, Rome, Italy, 24–26 February 2012; pp. 160–175.
55.
Palladio. Visualize Complex Historical Data with Ease. Available online: http://hdlab.stanford.edu/palladio/ (accessed on
4 September 2021).
56.
J&J Crump. The Itinerary of King John & the Rotuli Litterarum Patentium. Available online: https://neolography.com/timelines/
JohnItinerary.html (accessed on 27 February 2024).
57.
Bach, B.; Shi, C.; Heulot, N.; Madhyastha, T.; Grabowski, T.; Dragicevic, P. Time curves: Folding time to visualize patterns of
temporal evolution in data. IEEE Trans. Vis. Comput. Graph. 2015,22, 559–568. [CrossRef]
58.
Liem, J.; Kusnick, J.; Beck, S.; Windhager, F.; Mayr, E. A Workflow Approach to Visualization-Based Storytelling with Cultural
Heritage Data. In Proceedings of the 2023 IEEE 7th Workshop on Visualization for the Digital Humanities (VIS4DH), Melbourne,
Australia, 22 October 2023.
59. Gershon, N.; Page, W. What Storytelling Can Do for Information Visualization. Commun. ACM 2001,44, 31–37. [CrossRef]
60.
Bach, B.; Dragicevic, P.; Archambault, D.; Hurter, C.; Carpendale, S. A descriptive framework for temporal data visualizations
based on generalized space-time cubes. In Proceedings of the Computer Graphics Forum; Wiley Online Library: Hoboken, NJ, USA,
2017; Volume 36, pp. 36–61.
61.
Windhager, F.; Mayr, E.; Schreder, G.; Smuc, M.; Federico, P.; Miksch, S. Reframing Cultural Heritage Collections in a Visualization
Framework of Space-Time Cubes. In Proceedings of the HistoInformatics@DH; The Alliance of Digital Humanities Organization
(ADHO), Kraków, Poland, 2016; pp. 20–24.
62.
Sun, G.; Liang, R.; Qu, H.; Wu, Y. Embedding spatio-temporal information into maps by route-zooming. IEEE Trans. Vis. Comput.
Graph. 2016,23, 1506–1519. [CrossRef]
63.
Windhager, F.; Federico, P.; Salisu, S.; Schlögl, M.; Mayr, E. A synoptic visualization framework for the multi-perspective study of
biography and prosopography data. In Proceedings of the 2nd IEEE VIS Workshop on Visualization for the Digital Humanities
(VIS4DH’17), Phoenix, AZ, USA, 17 October 2017; Volume 2, p. 2017.
64.
Gonçalves, T.; Afonso, A.P.; Martins, B. Cartographic visualization of human trajectory data: Overview and analysis. J. Locat.
Based Serv. 2015,9, 138–166. [CrossRef]
65.
Kusnick, J.; Jänicke, S.; Doppler, C.; Seirafi, K.; Liem, J.; Windhager, F.; Mayr, E. Report on Narrative Visualization Techniques for
OPDB Data. Deliverable within the H2020 Project InTaVia. 2021. Available online: https://ec.europa.eu/research/participants/
documents/downloadPublic?documentIds=080166e5e47d9524&appId=PPGMS (accessed on 15 April 2024).
66. Riche, N.H.; Hurter, C.; Diakopoulos, N.; Carpendale, S. Data-Driven Storytelling; CRC Press: Boca Raton, FL, USA, 2018.
67.
McKenna, S.; Henry Riche, N.; Lee, B.; Boy, J.; Meyer, M. Visual Narrative Flow: Exploring Factors Shaping Data Visualization
Story Reading Experiences. Comput. Graph. Forum 2017,36, 377–387. [CrossRef]
68.
Yang, L.; Xu, X.; Lan, X.; Liu, Z.; Guo, S.; Shi, Y.; Qu, H.; Cao, N. A Design Space for Applying the Freytag’s Pyramid Structure to
Data Stories. IEEE Trans. Vis. Comput. Graph. 2022,28, 922–932. [CrossRef]
Informatics 2024,11, 26 21 of 25
69.
Amini, F.; Henry Riche, N.; Lee, B.; Hurter, C.; Irani, P. Understanding Data Videos: Looking at Narrative Visualization through
the Cinematography Lens. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, CHI
’15; Association for Computing Machinery, Seoul, Republic of Korea, 18–23 April 2015; pp. 1459–1468. [CrossRef]
70.
Tong, C.; Roberts, R.; Borgo, R.; Walton, S.; Laramee, R.S.; Wegba, K.; Lu, A.; Wang, Y.; Qu, H.; Luo, Q.; et al. Storytelling and
visualization: An extended survey. Information 2018,9, 65. [CrossRef]
71.
Bach, B.; Kerracher, N.; Hall, K.W.; Carpendale, S.; Kennedy, J.; Henry Riche, N. Telling Stories about Dynamic Networks with
Graph Comics. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, CHI ’16, San Jose, CA,
USA, 7–12 May 2016; pp. 3670–3682. [CrossRef]
72.
Roth, R.E. Cartographic Design as Visual Storytelling: Synthesis and Review of Map-Based Narratives, Genres, and Tropes.
Cartogr. J. 2021,58, 83–114. [CrossRef]
73.
Knight Lab. StoryMap—Maps that Tell Stories. Available online: https://storymap.knightlab.com (accessed on 17 August 2023).
74.
Knight Lab. TimeMapper—Elegant Timelines and Maps Created in Seconds. Available online: http://timemapper.okfnlabs.org
(accessed on 4 September 2021).
75.
Knight Lab. Timeline—Easy-to-Make, Beautiful Timelines. Available online: https://timeline.knightlab.com (accessed on
17 August 2023).
76.
Kim, N.W.; Henry Riche, N.; Bach, B.; Xu, G.A.; Brehmer, M.; Hinckley, K.; Pahud, M.; Xia, H.; McGuffin, M.; Pfister, H. DataToon:
Drawing Dynamic Network Comics With Pen + Touch Interaction. In Proceedings of the CHI 2019, Association for Computing
Machinery, Glasgow, UK, 4–9 May 2019; pp. 1–12.
77.
Bach, B.; Wang, Z.; Farinella, M.; Murray-Rust, D.; Henry Riche, N. Design Patterns for Data Comics. In Proceedings of the
2018 CHI Conference on Human Factors in Computing Systems, CHI ’18, Association for Computing Machinery, Montreal, QC,
Canada, 21–26 April 2018; pp. 1–12. [CrossRef]
78.
Flourish. Flourish—Beautiful and Easy Data Visualization and Storytelling. Available online: https://flourish.studio/ (accessed
on 4 January 2023).
79.
Knight Lab. StoryLine—Tell the Story Behind the Numbers. Available online: https://storyline.knightlab.com/ (accessed on
2 June 2023).
80. Halloran, N. The Fallen of World War II. Available online: http://www.fallen.io/ww2/ (accessed on 7 October 2022).
81.
Nedkova, K.; Vakhitova, S.; Mizinov, L.; Zotova, A.; Trzhemetsky, G.; Mizinov, A.; Novichkov, A. (TASS). When Napoleon
Ventured East. Available online: https://1812.tass.ru/en (accessed on 25 June 2023).
82.
Dance, G.; Goodridge, E. The Family Tree of Michelle Obama, the First Lady. Available online: https://archive.nytimes.com/
www.nytimes.com/interactive/2009/10/08/us/politics/20091008-obama-family-tree.html (accessed on 27 February 2024).
83.
Beytía, P.; Schobin, J. Networked Pantheon: A Relational Database of Globally Famous People. Res. Data J. Humanit. Soc. Sci. 2018,
5, 50–65. [CrossRef]
84. Hische, J.; Maschmeyer, R. Diary of a Food Tracker. Available online: http://jessandruss.us (accessed on 27 February 2024).
85.
Anne Frank House. Anne Frank: The Timeline. Available online: https://www.annefrank.org/en/anne-frank/the-timeline/
(accessed on 27 February 2024).
86.
Kumar, V. The Travels of Marco Polo|Narrative Cartography. Available online: https://www.behance.net/gallery/64983491
/The-Travels-of-Marco-Polo-Narrative-Cartography (accessed on 25 June 2023).
87.
Spencer, R. Fleeing Syria for Europe: Safaa’s Fatal Journey. Available online: https://s.telegraph.co.uk/graphics/projects/safaas-
journey/index.html#:~:text=Eight%2Dyear%2Dold%20Safaa%20and,to%20make%20the%20same%20journey%3F&text=The%
20journey%20that%20brought%20eight,died%20was%20strange%20and%20terrible (accessed on 27 February 2024).
88.
Sun, A. Diary of a Food Tracker. Available online: https://www.nytimes.com/interactive/2015/11/17/health/wiredwell-food-
diary-super-tracker.html (accessed on 27 February 2024).
89.
Klein, M.C. How Americans Die. Available online: https://www.bloomberg.com/graphics/dataview/how-americans-die/
(accessed on 27 February 2024).
90.
Insider Science. Map Shows How Humans Migrated across the Globe. Available online: https://www.youtube.com/watch?v=
CJdT6QcSbQ0 (accessed on 25 June 2023).
91.
Kearn, M. The Life of Mary Kearn. Available online: https://www.tiki-toki.com/timeline/entry/67/The-Life-of-Mary-Kearns/
(accessed on 25 June 2023).
92.
Knight Lab. Whitney Houston. Available online: https://timeline.knightlab.com/examples/houston/index.html (accessed on
4 September 2021).
93.
Stefan Pullen. Patterns in the Life of Vincent van Gogh. Available online: https://vangogh.stefanpullen.com (accessed on
25 June 2023).
94.
Lupi, G. Visualizing Painters’ Lives. Available online: http://giorgialupi.com/visualizing-painters-lives (accessed on
27 February 2024).
95.
Daniels, M. Are Men Singing Higher in Pop Songs Today? Available online: https://pudding.cool/2019/08/register/ (accessed
on 25 June 2023).
96.
Georgia Humanities. Southern Literary Trail. Available online: https://www.georgiahumanities.org/southern-literary-trail-
story-map/ (accessed on 4 September 2021).
Informatics 2024,11, 26 22 of 25
97.
Peura, L. Case Lake Tuusula—A Prosopographical Demo Using the Storytelling Suite. Available online: https://youtu.be/l-S7t1
tlIQ0?si=-wWYjxHiuth802AO (accessed on 16 April 2024).
98.
Fluxguide. Around the Globe with Reinhold Würth—Würth Collection App. 2020. Available online: https://youtu.be/
jrleGuGus5I (accessed on 15 April 2024).
99.
Mckee, G. The Map as a Search Box: Using Linked Data to Create a Geographic Discovery System. Inf. Technol. Libr. 2019,
38, 40–52. [CrossRef]
100.
Lu, S.; Akred, J. The History of Rock in 100 Sings. Available online: https://svds.com/rockandroll (accessed on
27 February 2024
).
101.
Perez-Messina, I.; Gutierrez, C.; Graells-Garrido, E. Organic Visualization of Document Evolution. In Proceedings of the 23rd
International Conference on Intelligent User Interfaces, IUI ’18, Tokyo, Japan, 7–11 March 2018; p. 497–501. [CrossRef]
102.
de Prisco, R.; Lettieri, N.; Malandrino, D.; Pirozzi, D.; Zaccagnino, G.; Zaccagnino, R. Visualization of Music Plagiarism: Analysis
and Evaluation. In Proceedings of the 2016 20th International Conference Information Visualisation (IV), Lisbon, Portugal,
19–22 July 2016; pp. 177–182. [CrossRef]
103. McGhee, M. Wonky. Available online: https://pudding.cool/2023/06/groove/ (accessed on 25 June 2023).
104.
Kusnick, J.; Khulusi, R.; Focht, J.; Jänicke, S. A Timeline Metaphor for Analyzing the Relationships between Musical Instruments
and Musical Pieces. In Proceedings of the VISIGRAPP (3: IVAPP), Valletta, Malta, 27–29 February 2020; pp. 240–251.
105.
Jänicke, S. Timages: Enhancing time graphs with iconographic information. In Proceedings of the Leipzig Symposium on
Visualization in Applications 2018 (LEVIA’18), Leipzig, Germany, 18 October 2018.
106.
esri. Rotterdam Buildings Built before/after the War. Available online: https://www.arcgis.com/home/webmap/viewer.html?
webmap=246f13706e39405bbc4317246aed43e7&extent=4.47,51.9162,4.5206,51.9327 (accessed on 27 February 2024).
107. Cranston, J. Mapping Paintings. Available online: https://www.mappingpaintings.org/maps (accessed on 27 February 2024).
108.
Kirsch, S. Computed Tomography as a Tool for Archiving Ethnomusicological Objects. In Computational Phonogram Archiving;
Bader, R., Ed.; Springer International Publishing: Cham, Switzerland, 2019; pp. 305–319. [CrossRef]
109.
Shemek, D.; Guidazzoli, A.; Liguori, M.C.; Bellavia, G.; De Luca, D.; Verri, L.; Imboden, S. Renaissance Remix. Isabella d’Este:
Virtual Studiolo. DHQ Digit. Humanit. Q. 2018,12, 400.
110.
Zhang, X.; Blaas, J.; Botha, C.; Reischig, P.; Bravin, A.; Dik, J. Process for the 3D virtual reconstruction of a microcultural heritage
artifact obtained by synchrotron radiation CT technology using open source and free software. J. Cult. Herit. 2012,13, 221–225.
[CrossRef]
111.
Arnold, D. Computer graphics and cultural heritage: From one-way inspiration to symbiosis, part 1. IEEE Comput. Graph. Appl.
2014,34, 76–86. [CrossRef]
112.
Baracchini, C.; Callieri, M.; Corsini, M.; Dellepiane, M.; Dercks, U.; Keultjes, D.; Montani, C.; Scognamiglio, M.; Scopigno, R.;
Sigismondi, R.; et al. Starting the cenobium project: The cloister of monreale (sicily) revealed. In Proceedings of the VAST 2006,
Baltimore, MD, USA, 31 October–2 November 2006; pp. 100–110.
113.
Buchanan, L.; Cai, W.; Glanz, J.; Gröndahl, M.; Grothjan, E.; McCann, A.; Parshina-Kottas, Y.; Patanjali, K.; Patel, J.K.; Reinhard,
S.; et al. Notre-Dame Came Far Closer to Collapsing than People Knew. This Is How It Was Saved. Available online:
https://www.nytimes.com/interactive/2019/07/16/world/europe/notre-dame.html (accessed on 27 January 2023).
114. Mused Inc. Mused. Available online: http://mused.org (accessed on 27 February 2024).
115.
Emotive. Emotive—Storytelling for Cultural Ceritage. Available online: https://emotiveproject.eu (accessed on 17 August 2023).
116. Sketchfab. Sketchfab. Available online: http://sketchfab.com (accessed on 27 February 2024).
117.
Wong, A. The whole story, and then some: ‘digital storytelling’in evolving museum practice. In Proceedings of the MW2015:
Museums and the Web, Museums and the Web LLC, Chicago, IL, USA, 8–11 April 2015.
118. Bedford, L. Storytelling: The real work of museums. Curator Mus. J. 2001,44, 27–34. [CrossRef]
119.
Kusnick, J. Design und Implementierung einer Anwendung zur Interaktiven Visualisierung von CT-Daten im Museumsumfeld.
Master’s Thesis, Leipzig University, Leipzig, Germany, 2018.
120. Fluxguide. Kosmos Kaffee. Available online: https://www.youtube.com/watch?v=I1_wsFFy_3U (accessed on 25 June 2023).
121.
Ciotoli, L.; Alinam, M.; Torre, I. Sail with Columbus: Navigation through Tangible and Interactive Storytelling. In Proceedings of
the CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI Chapter, Bolzano, Italy, 11–13 July 2021; pp. 1–6.
122. Fluxguide Ausstellungssysteme GmbH. Virtulleum. Available online: www.virtulleum.at (accessed on 25 June 2023).
123.
Kim, N.W.; Riche, N.H.; Bach, B.; Xu, G.; Brehmer, M.; Hinckley, K.; Pahud, M.; Xia, H.; McGuffin, M.; Pfister, H. DataToon—A
Flexible Data Comic Storyboarding Tool That Blends Analysis and Presentation with Pen and Touch Interactions. Available
online: https://datatoon.github.io/ (accessed on 17 August 2023).
124.
Donina, D.; Fekhretdinov, T.; Vakhitova, S.; Nedkova, K.; Starkov, A.; Aghion, P.; Zotova, A.; Mizinov, A. (TASS). Mercator: It’s a
Flat, Flat World! Available online: https://mercator.tass.com/ (accessed on 25 June 2023).
125.
VinePair Inc. How Wine Colonized The World. Available online: https://vinepair.com/wine-colonized-world-wine-history/#1
(accessed on 25 June 2023).
126.
Germanisches National Museum. Daily Life in the Middle Ages. Available online: https://alltagimmittelalter.gnm.de/ (accessed
on 25 June 2023).
127.
Kusnick, J.; Lichtenberg, S.; Jänicke, S. Visualization-based Scrollytelling of Coupled Threats for Biodiversity, Species and Music
Cultures. In Proceedings of the Workshop on Visualisation in Environmental Sciences (EnvirVis), Leipzig, Germany, 12 June 2023.
[CrossRef]
Informatics 2024,11, 26 23 of 25
128.
Smithsonian National Museum of Natural History. Objects of Wonder. Available online: https://storymaps.arcgis.com/stories/
e0651067fae54280b7de1b3e919381e9 (accessed on 25 June 2023).
129.
Hiller, P.T. Visualizing the Intersection of the Personal and the Social Context–The Use of Multi-Layered Chronological Charts in
Biographical Studies. Qual. Rep. 2011,16, 1018–1033. [CrossRef]
130.
Windhager, F.; Mayr, E.; Liem, J.; Kusnick, J.; Jänicke, S.; Grebe, A. Traveling with Albrecht Dürer—A Case Study for Uncertainty-
Aware Biography Visualization. In Proceedings of the Biographical Data in a Digital World 2022, Tokyo, Japan, 25 July 2022.
[CrossRef]
131.
Windhager, F.; Federico, P.; Schreder, G.; Glinka, K.; Dörk, M.; Miksch, S.; Mayr, E. Visualization of Cultural Heritage Collection
Data: State of the Art and Future Challenges. IEEE Trans. Vis. Comput. Graph. 2018,25, 2311–2330. [CrossRef]
132.
Vagavolu, D.; Venigalla, A.S.M.; Chimalakonda, S. MuseumViz–Towards Visualizing Online Museum Collections. arXiv 2021,
arXiv:2106.11897.
133.
Tamper, M.; Leskinen, P.; Hyvönen, E. Visualizing and analyzing networks of named entities in biographical dictionaries for
digital humanities research. In Proceedings of the International Conference on Computational Linguistics and Intelligent Text
Processing, La Rochelle, France, 7–13 April 2019; pp. 199–214.
134.
Betti, A.; Castermans, T.; Speckmann, B.; Van Den Berg, H.; Verbeek, K. GlamMapping trove. In Proceedings of the VALA 2016,
Melbourne, Australia, 9–11 February 2016.
135.
The Museum of Modern Art. Object: Photo. Available online: https://www.moma.org/interactives/objectphoto/#map
(accessed on 27 February 2024).
136.
Hemma, E.; Andrea, D.; Eva, M. “Wer Heilt hat Recht”: Ein Ausflug in die Salzburger Regionalmuseen auf den Spuren der
Medizingeschichte. Available online: https://www.salzburgerregionalmuseen.at (accessed on 6 June 2023).
137.
Schwandt, S. Geschichte visualisieren: Digitale Praktiken in der Geschichtswissenschaft als Praktiken der Wissenschaftsreflexion.
In Digital History. Konzepte, Methoden und Kritiken Digitaler Geschichtswissenschaft; De Gruyter Oldenbourg: Berlin, Germany, 2022.
138.
Glinka, K.; Pietsch, C.; Dörk, M. Past Visions and Reconciling Views: Visualizing Time, Texture and Themes in Cultural
Collections. DHQ Digit. Humanit. Q. 2017,11, 290.
139.
Mayr, E.; Windhager, F.; Liem, J.; Beck, S.; Koch, S.; Kusnick, J.; Jänicke, S. The multiple faces of cultural heritage: Towards an
integrated visualization platform for tangible and intangible cultural assets. In Proceedings of the 2022 IEEE 7th Workshop on
Visualization for the Digital Humanities (VIS4DH), Oklahoma City, OK, USA, 16 October 2022; pp. 13–18.
140.
Ebel, C.; Tuominen, J.; Schlögl, M.; Joonas, K.; Windhager, F. InTaVia Data Model (IDM-RDF). Deliverable within the H2020 Project
InTaVia. 2021. Available online: https://ec.europa.eu/research/participants/documents/downloadPublic?documentIds=0801
66e5e67fcfb6&appId=PPGMS (accessed on 15 April 2024).
141.
CIDOC CRM Special Interest Group. Definition of the CIDOC Conceptual Reference Model; Technical Report; ICOM: Paris, France,
2021.
142.
Rokotyan, N.; Stukova, O. (Cosmograph) Cosmograph: GPU-Accelerated Force Graph Layout and Rendering. 2022. Available
online: https://cosmograph.app/ (accessed on 15 April 2024).
143. Grebe, A. Dürer. Die Geschichte Seines Ruhms; Imhof Verlag: Petersberg, Germany, 2013.
144. Grebe, A. Dürer. Künstler, Werk und Zeit; WBG Academic: Darmstadt, Germany, 2013.
145.
Grebe, A.; Großmann, G.U. Albrecht Dürer. Niederländische Reise. “Tagebuch” und Kommentar; Imhof Verlag: Petersberg, Germany,
2021.
146.
Karner, H. Die Wiener Hofburg 1521—1705. Baugeschichte, Funktion und Etablierung als Kaiserresidenz; Verlag der ÖAW: Wien,
Austria, 2014.
147.
Lorenz, H.; Mader-Kratky, A. Die Wiener Hofburg 1705—1835. Die Kaiserliche Residenz vom Barock bis zum Klassizismus; Verlag der
ÖAW: Wien, Austria, 2016.
148.
Schwarz, M. Die Wiener Hofburg im Mittelalter. Von der Kastellburg bis zu den Anfängen der Kaiserresidenz; Verlag der ÖAW: Wien,
Austria, 2015.
149.
Telesko, W. Die Wiener Hofburg 1835—1918. Der Ausbau der Residenz vom Vormärz bis zum Ende des, Kaiserforums; Verlag der ÖAW:
Wien, Austria, 2012.
150. Welzig, M. Die Wiener Hofburg seit 1918. Von der Residenz zum Museumsquartier; Verlag der ÖAW: Wien, Austria, 2018.
151.
Kurdiovsky, R.; Buchinger, G.; Holzschuh-Hofer, R.; Jeitler, M.; Karner, H.; Mader-Kratky, A.; Telesko, W. Legitimacy through
History and Architecture. The Vienna Hofburg as Dynastic Hub and Seat of Government between Tradition and Innovation.
Court. Hist. 2015,20, 109–136. [CrossRef]
152.
Zhi, Q.; Ottley, A.; Metoyer, R. Linking and layout: Exploring the integration of text and visualization in storytelling. Comput.
Graph. Forum 2019,38, 675–685. [CrossRef]
153.
Latif, S.; Chen, S.; Beck, F. A Deeper Understanding of Visualization-Text Interplay in Geographic Data-driven Stories. Comput.
Graph. Forum 2021,40, 311–322. [CrossRef]
154.
Windhager, F.; Mayr, E. Mental Models and Visualization. In Visualization Psychology; Springer: Berlin/Heidelberg, Germany,
2023; pp. 65–83.
155.
Mayr, E.; Kusnick, J.; Liem, J.; Passecker, M.; Kaiser, M. Report on Usability of Narrative Visualizations; Technical Report; H2020
Project InTaVia; The European Commission: Brussels, Belgium, 2023.
Informatics 2024,11, 26 24 of 25
156.
Latour, B. The Berlin Key or How to do Words with Things 1. In Matter, Materiality and Modern Culture; Routledge: London, UK,
2012; pp. 10–21.
157.
Walter, R.L.; Berezin, S.; Teredesai, A. Chronozoom: Travel through time for education, exploration, and information technology
research. In Proceedings of the 2nd Annual Conference on Research in Information Technology, Orlando, FL, USA, 10–12 October
2013; pp. 31–36.
158. Stauber, M. Histography.io. Available online: http://histography.io (accessed on 27 February 2024).
159.
Windhager, F.; Salisu, S.; Liem, J.; Mayr, E. The Knowledge Graph as a Data Sculpture: Visualising Arts and Humanities Data
with Maps, Graphs, and Sets over Time. In Geographical Research in the Digital Humanities; Bielefeld University Press: Bielefeld,
Germany, 2024; pp. 113–134. [CrossRef]
160.
Francois, P.; Manning, J.; Whitehouse, H.; Brennan, R.; Currie, T.; Feeney, K.; Turchin, P. A macroscope for global history-Seshat
global history databank: A methodological overview. Digit. Humanit. Q. 2016,10.4, 272.
161.
Lozi´c, E.; Štular, B. Fluent but not factual: A comparative analysis of chatgpt and other ai chatbots’ proficiency and originality in
scientific writing for humanities. Future Internet 2023,15, 336. [CrossRef]
162. Betti, A.; Van den Berg, H. Modelling the history of ideas. Br. J. Hist. Philos. 2014,22, 812–835. [CrossRef]
163.
Fontanella, F.; Colace, F.; Molinara, M.; Di Freca, A.S.; Stanco, F. Pattern recognition and artificial intelligence techniques for
cultural heritage. Pattern Recognit. Lett. 2020,138, 23–29. [CrossRef]
164.
Trichopoulos, G. Large language models for cultural heritage. In Proceedings of the 2nd International Conference of the ACM
Greek SIGCHI Chapter, Athens, Greece, 27–28 September 2023; pp. 1–5.
165.
Liu, Y.; Lin, H.W. Construction of interpretation and presentation system of cultural heritage site: An analysis of the old city,
zuoying. Heritage 2021,4, 316–332. [CrossRef]
166.
Colavizza, G.; Blanke, T.; Jeurgens, C.; Noordegraaf, J. Archives and AI: An overview of current debates and future perspectives.
ACM J. Comput. Cult. Herit. (JOCCH) 2021,15, 4. [CrossRef]
167.
Schlögl, M.; Kesäniemi, J.; Tuominen, J.; Boer, V.; Sugimoto, G.; Ebel, C. Dos and Don’ts of Building a Pan-European Biographical
Knowledge Graph: Statistical Analysis of the InTaVia-Platform. In Proceedings of the Digital Humanities in the Nordic and
Baltic Countries, DHNB 2023, Online, 8–10 March 2023; p. 106. [CrossRef]
168.
Rantala, H.; Hyvönen, E.; Tuominen, J. Finding and explaining relations in a biographical knowledge graph based on life events:
Case BiographySampo. In Proceedings of the CEUR Workshop Proceedings; RWTH Aachen University: Aachen, Germany, 2023;
Volume 3443.
169.
Daza Arévalo, J.A. Generating Structured Data from Wikipedia Biographies: There’s History in All Men’s Lives, ZRC SAZU,
Ljubljana, Slovenia, 26 September 2023. [CrossRef]
170.
Kansteiner, W. Digital doping for historians: Can history, memory, and historical theory be rendered artificially intelligent? Hist.
Theory 2022,61, 119–133. [CrossRef]
171. Leme Lopes, A. Artificial history? Inquiring ChatGPT on historiography. Rethink. Hist. 2023,27, 709–749. [CrossRef]
172.
Schetinger, V.; Di Bartolomeo, S.; de Lima, E.S.; Meinecke, C.; Rosa, R.
n
Walks in the Fictional Woods. arXiv 2023, arXiv:2308.06266.
173.
Baptiste, B.; Armand, C.; Henriot, C. HistText: An Application for leveraging large-scale historical textbases. J. Data Min. Digit.
Humanit. 2023,2023, 11756. [CrossRef]
174.
Garcia, G.G.; Weilbach, C. If the Sources Could Talk: Evaluating Large Language Models for Research Assistance in History.
arXiv 2023, arXiv:2310.10808.
175.
Hyvönen, E. Using the Semantic Web in digital humanities: Shift from data publishing to data-analysis and serendipitous
knowledge discovery. Semant. Web 2020,11, 187–193. [CrossRef]
176.
Yuan, A.; Coenen, A.; Reif, E.; Ippolito, D. Wordcraft: Story writing with large language models. In Proceedings of the 27th
International Conference on Intelligent User Interfaces, Helsinki, Finland, 21–25 March 2022; pp. 841–852.
177.
Trichopoulos, G.; Konstantakis, M.; Caridakis, G.; Katifori, A.; Koukouli, M. Crafting a Museum Guide Using ChatGPT4. Big
Data Cogn. Comput. 2023,7, 148. [CrossRef]
178.
Tian, Y.; Cui, W.; Deng, D.; Yi, X.; Yang, Y.; Zhang, H.; Wu, Y. Chartgpt: Leveraging llms to generate charts from abstract natural
language. IEEE Trans. Vis. Comput. Graph. 2024. [CrossRef]
179.
Shen, L.; Shen, E.; Luo, Y.; Yang, X.; Hu, X.; Zhang, X.; Tai, Z.; Wang, J. Towards natural language interfaces for data visualization:
A survey. IEEE Trans. Vis. Comput. Graph. 2022,29, 3121–3144. [CrossRef]
180. Wu, A.; Wang, Y.; Shu, X.; Moritz, D.; Cui, W.; Zhang, H.; Zhang, D.; Qu, H. Ai4vis: Survey on artificial intelligence approaches
for data visualization. IEEE Trans. Vis. Comput. Graph. 2021,28, 5049–5070. [CrossRef]
181.
Bartalesi, V.; Coro, G.; Lenzi, E.; Pagano, P.; Pratelli, N. From unstructured texts to semantic story maps. Int. J. Digit. Earth 2023,
16, 234–250. [CrossRef]
182.
He, Y.; Cao, S.; Shi, Y.; Chen, Q.; Xu, K.; Cao, N. Leveraging Large Models for Crafting Narrative Visualization: A Survey. arXiv
2024, arXiv:2401.14010.
183.
Spennemann, D.H. ChatGPT and the generation of digitally born “knowledge”: How does a generative AI language model
interpret cultural heritage values? Knowledge 2023,3, 480–512. [CrossRef]
184. Ossmann, J.; Seirafi, K.; Doppler, C. Four Ways to Experience Augmented Reality at Museums. Methis Stud. Hum. Est. 2021,22,
244–259. [CrossRef]
Informatics 2024,11, 26 25 of 25
185.
Clarizia, F.; Colace, F.; De Santo, M.; Lorusso, A.; Marongiu, F.; Santaniello, D. Augmented Reality and Gamification technics for
visit enhancement in archaeological parks. In Proceedings of the 2022 IEEE 2nd IoT Vertical and Topical Summit for Tourism
(IoTT), Catania, Italy, 20–23 September 2022; pp. 1–4.
186.
Okanovic, V.; Ivkovic-Kihic, I.; Boskovic, D.; Mijatovic, B.; Prazina, I.; Skaljo, E.; Rizvic, S. Interaction in extended reality
applications for cultural heritage. Appl. Sci. 2022,12, 1241. [CrossRef]
187.
Rogers, K.; Hinrichs, U.; Quigley, A. It doesn’t compare to being there: In-situ vs. remote exploration of museum collections. In
Proceedings of the The Search Is Over! Exploring Cultural Collections with Visualization, London, UK, 11–12 September 2014.
188. Lee, J.K. Digital history in the history/social studies classroom. Hist. Teach. 2002,35, 503–517. [CrossRef]
189.
Lewi, H.; Smith, W.; Vom Lehn, D.; Cooke, S. The Routledge International Handbook of New Digital Practices in Galleries, Libraries,
Archives, Museums and Heritage Sites; Routledge Milton: Abingdon, UK, 2020.
190.
Sani, N.b.A.; Abet, M.; Khalid, N.K.B. Enhancing Undergraduate Student’s Understanding of Cultural Heritage Studies Through
Digital Storytelling Software. Malays. J. Soc. Sci. Humanit. (MJSSH) 2022,7, e001362.
191. De Fina, A. Storytelling and audience reactions in social media. Lang. Soc. 2016,45, 473–498. [CrossRef]
192.
Longo, D.; Boeri, A.; Turillazzi, B.; Orlandi, S. Cultural heritage and interoperable open platforms: Strategies for knowledge,
accessibility, enhancement and networking. WIT Trans. Ecol. Environ. 2020,241, 371–382.
193.
Rizvic, S.; Djapo, N.; Alispahic, F.; Hadzihalilovic, B.; Cengic, F.F.; Imamovic, A.; Okanovic, V.; Boskovic, D. Guidelines for
interactive digital storytelling presentations of cultural heritage. In Proceedings of the 2017 9th International Conference on
Virtual Worlds and Games for Serious Applications (VS-Games), Athens, Greece, 6–8 September 2017; pp. 253–259.
194.
Abbott, H.P. The evolutionary origins of the storied mind: Modeling the prehistory of narrative consciousness and its discontents.
Narrative 2000,8, 247–256.
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual
author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to
people or property resulting from any ideas, methods, instructions or products referred to in the content.
Available via license: CC BY 4.0
Content may be subject to copyright.