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History of Europe 
A case study in digital humanities
Agenda 
• The CVCE 
• What are the Digital Humanities? 
• The DHLab at the CVCE 
• Vision: From image collection to Social Graph 
• The CUbRIK approach 
• Demo 
• Challenges, Lessons learned & Outlook 
2
4 
www.cvce.eu 
09/04/2014 – History of Europe. A case study in digital humanities 
Dr.-Ing. Lars Wieneke, Head of Information & Technology, CVCE Luxembourg 
www.cvce.eu
5 
www.cvce.eu 
09/04/2014 – History of Europe. A case study in digital humanities 
Dr.-Ing. Lars Wieneke, Head of Information & Technology, CVCE Luxembourg 
www.cvce.eu
6 
www.cvce.eu 
09/04/2014 – History of Europe. A case study in digital humanities 
Dr.-Ing. Lars Wieneke, Head of Information & Technology, CVCE Luxembourg 
www.cvce.eu
7 
What are the digital humanities?
„[…] the issue would be not how much computing 
we need for getting the answers, but how much 
computer science needs us to ask the right 
questions.“ 
http://whatisdigitalhumanities.com, Domenico Fiormonte, Université Roma Tre 
8 
What are the Digital Humanities? 
Digital Humanities is the application of 
computational methods and tools for the humanities 
but
9 
What are the Digital Humanities? Challenges 
F.Kapplan, EPF Lausanne 
Venice 
Fall 
Digital 
Humani3es 
School 
2013
10 
What are the Digital Humanities? Challenges 
F.Kapplan, EPF Lausanne 
Venice 
Fall 
Digital 
Humani3es 
School 
2013
11 
The DHLab at the CVCE 
European 
Integra3on 
Studies 
Humani'es 
DHLab 
Development 
& 
Opera3ons
12 
Our vision: Building a social graph from image collections
13 
Building a social graph from image collections
Building a social graph from image collections
15 
The CUbRIK Approach
The CUbRIK approach 
• European Community's Seventh Framework 
Program FP7-ICT 
• 15 European partners 
• Multimedia search 
processing: Putting 
humans in the loop 
• Combination of human and machine 
computation
The CUbRIK approach: four pillars 
Researcher 
Requirements 
En3ty 
Repository 
Efficient 
Indexa3on 
Process 
Toolchain 
for 
visualiza3on 
and 
analysis
Sourcing researcher requirements 
Requirements 
User 
pull 
Technology 
push
Sourcing researcher requirements 
Users Requirements Technology 
Selection of target 
user group 
First draft of the app 
scenario 
Feedback on 
technical scope 
Exploratory 
interviews 
(daily work practices) 
Second draft of the 
app scenario 
Focus group 
(user needs and app 
scenarios) Feedback on 
technical feasability 
Lessons learned: 
issues and features 
Specification 
Implementation 1. 
demonstrator 
Workshop: Review of 
app and features 
Revised specification 
Implementation 2. 
demonstrator 
Evaluation and test 
Stage 1 
Stage 2 
Stage 3 
Stage 4 
Stage 5 
Users Requirements Technology
Building an Entity Repository
Efficient indexation 
Raw content 
Conflict 
(e.g., “Image contains 
‘Romano Prodi’ ” 
? Confidence = low) 
Conflict store Conflict 
manager 
Conflict resolution 
task store 
Conflict resolution 
task: conflict, 
required skill, priority, .. 
CUbRIK app 
for Conflict 
resolution 
Game Crowdtask Q&A
Efficient indexation 
Face 
detection 
Face 
identification 
Clickworkers 
Crowd Face 
position 
validation 
Expert 
validation 
Expert 
Crowd 
Collection 
ingestion 
Social Graph 
creation 
SMILA
Demo
Challenges 
• Main challenges 
– Detection and identification of identities/places/events in time 
– Verification of identities/places/events in time 
– Analysis of relationships (e.g. co-occurrences) 
– Rights aware crawling and storage 
– Verification of provenance and license information 
– Truth and provenance 
• Approach 
– Crowd-sourced verification of detected faces (false positives/negatives) 
– Verification of identities through/places/events in time social networks of experts 
– Visual knowledge discovery/exploration 
– Integrated rights aware crawling and storage 
– Integrated license and provenance management
Lessons learned 
• No one truth in history but interpretation, context and discussion 
• Therefore need to represent ambivalence, contradictions and discussion 
• Close ties between data representation (Social graph) and their original 
context (primary sources)
Outlook 
• Integration of other document types 
• Improvement of the interface 
• Pre-filtering of identities 
• Gamification and social reputation for expert annotation
27 
Thank you for listening 
29/09/2011 – Title
29/09/2011 – Titre 28

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histoGraph: a case study in Digital Humanities

  • 1. History of Europe A case study in digital humanities
  • 2. Agenda • The CVCE • What are the Digital Humanities? • The DHLab at the CVCE • Vision: From image collection to Social Graph • The CUbRIK approach • Demo • Challenges, Lessons learned & Outlook 2
  • 3.
  • 4. 4 www.cvce.eu 09/04/2014 – History of Europe. A case study in digital humanities Dr.-Ing. Lars Wieneke, Head of Information & Technology, CVCE Luxembourg www.cvce.eu
  • 5. 5 www.cvce.eu 09/04/2014 – History of Europe. A case study in digital humanities Dr.-Ing. Lars Wieneke, Head of Information & Technology, CVCE Luxembourg www.cvce.eu
  • 6. 6 www.cvce.eu 09/04/2014 – History of Europe. A case study in digital humanities Dr.-Ing. Lars Wieneke, Head of Information & Technology, CVCE Luxembourg www.cvce.eu
  • 7. 7 What are the digital humanities?
  • 8. „[…] the issue would be not how much computing we need for getting the answers, but how much computer science needs us to ask the right questions.“ http://whatisdigitalhumanities.com, Domenico Fiormonte, Université Roma Tre 8 What are the Digital Humanities? Digital Humanities is the application of computational methods and tools for the humanities but
  • 9. 9 What are the Digital Humanities? Challenges F.Kapplan, EPF Lausanne Venice Fall Digital Humani3es School 2013
  • 10. 10 What are the Digital Humanities? Challenges F.Kapplan, EPF Lausanne Venice Fall Digital Humani3es School 2013
  • 11. 11 The DHLab at the CVCE European Integra3on Studies Humani'es DHLab Development & Opera3ons
  • 12. 12 Our vision: Building a social graph from image collections
  • 13. 13 Building a social graph from image collections
  • 14. Building a social graph from image collections
  • 15. 15 The CUbRIK Approach
  • 16. The CUbRIK approach • European Community's Seventh Framework Program FP7-ICT • 15 European partners • Multimedia search processing: Putting humans in the loop • Combination of human and machine computation
  • 17. The CUbRIK approach: four pillars Researcher Requirements En3ty Repository Efficient Indexa3on Process Toolchain for visualiza3on and analysis
  • 18. Sourcing researcher requirements Requirements User pull Technology push
  • 19. Sourcing researcher requirements Users Requirements Technology Selection of target user group First draft of the app scenario Feedback on technical scope Exploratory interviews (daily work practices) Second draft of the app scenario Focus group (user needs and app scenarios) Feedback on technical feasability Lessons learned: issues and features Specification Implementation 1. demonstrator Workshop: Review of app and features Revised specification Implementation 2. demonstrator Evaluation and test Stage 1 Stage 2 Stage 3 Stage 4 Stage 5 Users Requirements Technology
  • 20. Building an Entity Repository
  • 21. Efficient indexation Raw content Conflict (e.g., “Image contains ‘Romano Prodi’ ” ? Confidence = low) Conflict store Conflict manager Conflict resolution task store Conflict resolution task: conflict, required skill, priority, .. CUbRIK app for Conflict resolution Game Crowdtask Q&A
  • 22. Efficient indexation Face detection Face identification Clickworkers Crowd Face position validation Expert validation Expert Crowd Collection ingestion Social Graph creation SMILA
  • 23. Demo
  • 24. Challenges • Main challenges – Detection and identification of identities/places/events in time – Verification of identities/places/events in time – Analysis of relationships (e.g. co-occurrences) – Rights aware crawling and storage – Verification of provenance and license information – Truth and provenance • Approach – Crowd-sourced verification of detected faces (false positives/negatives) – Verification of identities through/places/events in time social networks of experts – Visual knowledge discovery/exploration – Integrated rights aware crawling and storage – Integrated license and provenance management
  • 25. Lessons learned • No one truth in history but interpretation, context and discussion • Therefore need to represent ambivalence, contradictions and discussion • Close ties between data representation (Social graph) and their original context (primary sources)
  • 26. Outlook • Integration of other document types • Improvement of the interface • Pre-filtering of identities • Gamification and social reputation for expert annotation
  • 27. 27 Thank you for listening 29/09/2011 – Title