Title: Defining Cultural Agents for Virtual Heritage Environments
For: Presence: Teleoperators and Virtual Environments-Special Issue on “Immersive and
Living Virtual Heritage: Agents and Enhanced Environments”
Name: Erik Champion
Institute: Curtin University
Address:
School of Media Culture and Creative Arts
Faculty of Humanities, Curtin University
GPO Box U1987 Perth, Western Australia 6845
AUSTRALIA
Email: erik.champion@curtin.edu.au
Keywords: Cultural agents, virtual heritage, computational archaeology, visualization, virtual
environments, immersion.
Abstract
This article describes the primary ways in which intelligent agents have been employed
in virtual heritage projects and explains how the special requirements of virtual heritage
environments necessitate the development of cultural agents. How do we distinguish between
social agents and cultural agents? Can cultural agents meet these specific heritage objectives?
Introduction
As the call to papers for this special issue has noted, “Most heritage applications lacked
a sense of immersion in terms of ‘livingness’, life, behaviour and intelligent agents in the
virtual environments, and there has not been any progression in such developments since a
decade ago. This criticism of “lifeless” and “sterile” digital environments (and virtual
heritage environments in particular) is shared by various scholars (Papagiannakis et al., 2002;
Roussou, 2008) but a simple directive to ‘populate’ a virtual environment with intelligent
agents masquerading as walk-on characters will not necessarily communicate cultural
significance (Bogdanovych, Rodriguez, Simoff, & Cohen, 2009). And communicating
cultural significance is an objective of virtual heritage environments even if it is not a
requirement of all virtual environments.
Virtual Heritage Agents
Despite criticism of virtual heritage projects as being sterile and lifeless there are
various examples of projects that feature intelligent agents. Perhaps the most common
examples are of guides (M. Y. Lim, Aylett, & Jones, 2005; Roussou, 2001) and routeplanners (Costantini, Mostarda, Tocchio, & Tsintza, 2008; Papagiannakis & MagnenatThalmann, 2007; Song, Elias, Martinovic, Mueller-Wittig, & Chan, 2004). In many other
projects intelligent agents are employed to create a sense of inhabitation and enact crowd
simulations (Bogdanovych et al., 2009; C.-K. Lim, Cani, Galvane, Pettre, & Zawawi, 2013;
Sequeira, Morgado, & Pires, 2014; Sequeira & Morgado, 2013).
There are more sophisticated examples as well, such as Belief-Desire-Intention agents
that perform social roles, as in the ‘City of Uruk’ project (Bogdanovych, Ijaz, & Simoff,
2012). There are story-telling agents (Ibanez, Aylett, & Ruiz-Rodarte, 2003) and virtual
augmented characters who re-enact dramatic events (Papagiannakis & Magnenat-Thalmann,
2007). In other examples agents are employed to create a sense of inhabitation and enact
crowd simulations (Bogdanovych et al., 2009; C.-K. Lim et al., 2013; Sequeira et al., 2014;
Sequeira & Morgado, 2013). In a few examples, such as the ‘Roma Nova’ project, agents are
employed to improve learning about historical simulations (Vourvopoulos, Liarokapis, &
Petridis, 2012).
One major distinction between virtual heritage environments and computer games is
that the latter typically place more emphasis on challenge and competition than on expressive
intelligent agents. There are sophisticated commercial games where agents as NPCs (Non
Playing Characters) are used, but these are still few in number. For example, in the
commercial game Elder Scrolls V: Skyrim (Champion, 2015a), NPCs can complete requests
from players, such as carry or find specific objects, and provide limited social feedback of the
player’s action back to the player.
In most virtual heritage projects intelligent agents are primarily used as guides
(Bogdanovych et al., 2009), they lead players to important landmarks, or they are historical
guides, (perhaps even reveal past events and situationally appropriate behaviour). This is
particularly important for larger environments or where navigation (orientating and
wayfinding) is difficult, as intelligent agents can provide a sense of scale and inhabitation.
However, these intelligent agents are usually designed for limited forms of conversation and
typically help convey social presence rather than cultural presence (the distinction between
the two will be made later in the article). While these agents may appear to convey a sense of
culture, they typically convey social presence, they are not conveying the significance of the
cultural heritage that the virtual environment was designed to convey.
Defining Culture
Culture is a widely used yet vaguely defined term (Bogdanovych, Rodriguez-Aguilar,
Simoff, & Cohen, 2010). Fischer (2006, p. 259) wrote “Culture transcends material and
behavioural contexts. Cultural solutions are instantiated in material and behavioural terms,
but are based in large part on ‘invented’ symbolic constructions of the interaction space and
its elements.” For Fischer, culture is a dynamic system of representations that multi-agent
modelling can simulate. He defined culture as “the system of activities and resources that
support human social organisation,” but he did not detail the social organisation of multiagents, nor did he elaborate on how they would hold or convey values, beliefs and
attachments to material objects and intangible heritage.
While his article focused on extracting a notion of culture as systems of representation
that can be algorithmically simulated, it did not address the role of the material in cultural
heritage as being inextricably integrated with cultural heritage itself. Yet for philosophers
such as Malpas, “…the artwork is not reducible just to the materiality ‘stuff’ of which it is
made and yet the artwork is what it is through its concrete spatio-temporal existence”
(Malpas, 2008, p. 16). Here lies a schism between those focused on the development of
intelligent agents (such as Fischer) and those focused on how to explain and transmit the
cultural significance of heritage sites, values and objects (such as Malpas).
As well as Malpas, other scholars place more emphasis on culture as the manifestation
of values and beliefs over time. For Crang (Crang, 1998, p. 103): “Spaces become places as
they become ‘time-thickened’” Here culture is viewed as more a framework that places the
worth of cultural objects and behaviours in a landscape. This is more clearly seen in
UNESCO’s (UNESCO, 2015a) definition of cultural landscapes, land use “associated in the
minds of the communities with powerful beliefs and artistic and traditional customs.”
However, cultural heritage is not merely sites, buildings, monuments or landscapes.
UNESCO (UNESCO, 2015b) defines intangible heritage as “practices, representations,
expressions, knowledge, skills – as well as the instruments, objects, artefacts and cultural
spaces associated therewith – that communities, groups and, in some cases, individuals
recognize as part of their cultural heritage … [is] transmitted from generation to generation,
is constantly recreated by communities and groups in response to their environment, their
interaction with nature and their history, and provides them with a sense of identity and
continuity.” So heritage sites are a complex amalgam of both tangible and intangible content.
Cumulative Culture
An important distinction between culture and society is the cumulative nature of human
culture, which separates us from animals (Vale, Flynn, & Kendal, 2012). According to
biologists (Claidière, Smith, Kirby, & Fagot, 2014, p. 1) “A wide range of other animals have
culture too, but often in a limited form that does not complexify through the gradual
accumulation of innovations.” So humans accumulate culture, they modify cultural
knowledge (culture managed by infrastructure or institution) using past knowledge from
previous generations. Culture is also an assortment of objects and rituals that frame and
express a communally shared idealized future. In these dual functions culture extends beyond
society: a social environment can exist where shared understandings are never preserved
beyond the life-experiences of the group. Yet the cultural heritage of a real-world society
outlives specific individuals. For example, in archaeology we can draw interpretations about
past societies in terms of their cultural heritage.
This does not mean that developing a social virtual environment is necessarily the same
as developing a cultural virtual environment. Imagine meeting people in an airport lounge
and socializing with them, one is not likely to be partaking in a shared culture as the social
exchanges will not become part of a cultural framework. Likewise, meeting people in a social
online world does not require that the social online world is a cultural online world.
While virtual heritage is typically orientated towards UNESCO and ICOMOS
definitions and criteria (Addison, 2001, 2008), many papers discussing social agents or
cultural agents still conflate culture and society, or culture and art. For example Penny’s
paper (1997) mentioned “culture” or “culturally” nine times (including in the title “Embodied
Cultural Agents: at the intersection of Robotics, Cognitive Science and Interactive Art”).
While the cultural was often mentioned in tandem with society (“Petit Mal seeks to raise as
issues the social and cultural implications of ‘Artificial Life’”), the paper neither defined
them nor distinguished between them. Similarly, in presence research articles, culture is also
often placed alongside society, or the terms are used interchangeably, but without clear
distinctions or definitions (G. Riva, Castelnuovo, Gaggioli, & Mantovani, 2002; Giuseppe
Riva & Mantovani, 2000).
Cultural Presence
Leaving aside the question of whether evaluating virtual reality environments can or
will eventually lead to universal presence criteria, the immediate and pressing requirement
for virtual heritage projects is to communicate the importance of the heritage content. So I
propose that a major object of virtual heritage environments is to convey the unique
significance of the simulated culture, which requires an attempt to understand how the
original site was experienced and understood by its original inhabitants.
I have previously defined (Champion, 2011, p. 179) cultural presence as “the feeling of
being in the presence of a similar or distinctly different cultural belief system.” Various
digital heritage infrastructures have adopted this or similar definitions (Universitat Pompeu
Fabra Barcelona, Undated; v-must: Virtual Museum Transnational Network, 2011).
Unfortunately, providing for this experience is no easy exercise (Rizzo & Mignosa, 2013).
Recognising semblances of culture independently of living people is possible, because that is
what cultural heritage specialists attempt to uncover (Jacobson & Holden, 2007) though
theanalysis of signs of inhabitation (Champion, 2011, p. 49), but that does not mean the
culture is still extant, only that it can be interpreted via place.
Specific Issues In Modeling Culture
How do we model culture if we are unsure what it is? Real-world culture is often learnt
via observation, ritual practice (which take time) or by instruction (Csibra & Gergely, 2009).
Agents might appear to provide for learning by observing their actions or being guided by
their instruction, but they lack granularity of expression, individuality or rich and expressive
responses. Rituals are especially hard to simulate, in virtual environments there is no social
judgement that will teach people right from wrong and ensure they keep to cultural protocols
when visiting and interacting with these virtual environments (Champion, 2009).
Interactive freedom can compete with scientific authority. Virtual heritage projects
typically require the portrayal of and interaction with layers of certainty and authenticity
(Bentkowska-Kafel, Denard, & Baker, 2012; Roussou & Drettakis, 2003)
as well as
conveying those layers and levels of detail. Although they may feature relatively permanent
cultural monuments and landscapes, virtual heritage environments usually attempt to capture
changing knowledge (Boado, 2001), from incomplete and often conflicting sources (Affleck
& Kvan, 2005; Boado, 2001) with changing technology that cater to different and highly
fluid audiences (Schweibenz, 1998). Thanks to the advent of expensive computer-generated
movies, the public may expect pre-rendered film quality with real-time interaction so they
may be disturbed by gaps in simulated environments left by gaps on historical knowledge
(Mosaker, 2001). For the above reasons, virtual heritage environments pose difficult
evaluation issues (Economou & Pujol, 2008).
Requirements For Virtual Heritage Content
Our challenge is to develop agents that can pass on information about a past or distant
culture without disrupting historic authenticity or player engagement. Our aim should then to
be to develop an evaluable proof of concept leading to realized projects that incorporate and
integrate historical situations. Technology could be cutting-edge (face tracking, speech to text
engines, biofeedback, or game-themed situations), but it should be supporting the simulated
content, rather than the content being there to support the investigation of technology.
Contrary to calls for highly sophisticated interactive narrative agents proposed by
leading AI experts (Bringsjord, 2001), we do not have to create highly refined narratives as
these projects are not totally fictional. Virtual heritage projects don’t necessarily have to
include ‘great art’ or highly dramatic Shakespeare-level experiences, a more pressing
problem is how to incorporate what is known, with the mechanics required to provide both a
sense of agency and thematic meaning (Paolini & Di Blas, 2014; Pujol et al., 2012). Due to
their typical classroom or museum settings, participant time may be severely limited so
intricate narratives may be counterproductive (Davey, 2005; Kubota & Olstad, 1991; Ma,
Liao, Ma, & Frazier, 2012; Serrell, 1997).
There is however another element that can greatly improve both engagement and
learning in a virtual heritage environment. We know that multimodality can help provide
multiple narratives and different types of evidence (Paggio & Jongejan, 2005). We can also
design narrative fragments that are threaded and buried through an environment, coaxing
people to explore, reflect and integrate their personal exploration with what they have
uncovered. Clues can be provided to uncover stories or stories can in turn be the clues to help
people find certain objects or complete tasks. Story aids are not thus just aids or rewards for
exploration. They can also help convey the fragility of specific sites, their situated cultural
significance and the underlying universality of their content.
Secondly, plot-driven characters (with limited agency) that set the scene might prove
useful, for completely emergent narrative is not always required and is sometimes an obstacle
to the aims of virtual heritage (Ioannidis et al., 2013). Characters can do more than simply
advance a plot; they can also convey a specific theme to an audience. Social roles specify
historical significance and local situated challenges; they provide motivation to explore and
understand the simulated environment (Paolini & Di Blas, 2014).
Thirdly, conversational agents can provide site-specific or activity-specific information
more conveniently than through game-interaction and may help lessen the risk players will
leave the virtual environment to read background material. Human-like agents can provide a
sense of inhabitation and human scale; they attract attention and are easy to mimic. They can
help draw attention to important events or landmarks, direct or reveal mannerisms and social
behaviours, can highlight specific places spots and times, are useful affordances for
competition or can act as external memory devices and tools for players. They are typically
used in games to create competition, but they can also be employed to evoke empathy, to
develop leadership skills (by following and commenting on the decisions of the player) or
deployed as aids to help the player.
A particular type of agent is of special interest here, for conveying situated cultural
behaviours and values, conveying cultural change, or transmitting elements that create
cultural change. There may be an important distinction to be made here between AI’s notion
of intelligent agents and this particular type of agent. Agents for virtual heritage
environments are thus not necessarily logical or even reasonable, (by our standards, they
might not even understand us. So the specialised aims of various strands of AI research may
be less important and relevant here: the central concern is to convey the cultural significance
of the simulated heritage site, object or event.
Cultural Agents
I suggest that where simulated heritage sites require a sense of inhabited place,
engaging narrative-related elements, or embodiment, the field of virtual heritage should
develop and test the following concept of cultural agents, who help provide a sense of
cultural presence. A cultural agent recognises, adds to or transmits physically embedded and
embodied aspects of culture. Either the cultural agents interpret cultural cues, or interaction
with them by the human visitor/player leads to a situated interpretation of cultural cues and
wider cultural frameworks. These cues could be contested or contradictory or even
fragmented, but they are required to convey a situated understanding of resources,
monuments, environmental events and behaviours in a way that both engages and educates
participants.
Cultural agents are not merely conversational agents for they should be able to:
1. Automatically select correct cultural behaviours given specific events or situations.
2. Recognise in/correct cultural behaviours given specific events, locations or situations.
3. Transmit cultural knowledge.
4. Modify, create, or command artefacts that become cultural knowledge.
To fulfil the above features as criteria, cultural agents are culturally constrained. They
are not just socially constrained; they are space and time or role-dependent. They can
understand and point out right from wrong in terms of culturally specific behaviour and they
understand the history and possibly also the future trajectory of specific cultural movements.
We could distinguish at least three types of cultural agents:
1. Constrained in terms of cultural beliefs, cultural demarcation (time, space, events).
2. Apparently aware of the transgenerational value of material objects and intangible
heritage.
3. Apparently aware of the transgenerational value of culture but also actively attempting to
preserve or understand and appreciate it.
Example Design Scenarios
These design scenarios are to demonstrate how intelligent agents could be employed to
convey cultural significance. Cultural agents could be deployed to help human visitors
recognize and identify, transmit and modify or create cultural objects, events and behaviours.
The first design scenario involves observation and extrapolation: identifying historical
agents or socially situated agents (Champion, 2015a, 2015b). Imagine a masked ball, where
all the agents are in disguise. They all play characters, but some are actually authors in
disguise and their books are located throughout the building. The style of dialogue of each
agent could relate to the style of the books or inscriptions nearby. The human players may be
required to identify cultural styles, or individual authors in order to advance through the
environment. Is this social rather than cultural? It can be cultural, if the situation requires the
human player to understand the importance that particular occasions, settings and artefacts,
trigger particular agent behaviour.
The second scenario involves both observing and imitating culturally constrained
agents, something I have called a reverse Turing test, but the idea is not new (Champion,
2011). I mention it here as it has specific significance for agent design in virtual heritage,
even though it would require elaborate spatial awareness, hero expressivity and possibly
natural language processing. The aim is to convey cultural knowledge through an impostorstyle game where the player has to adopt, steal or change (via a spell) their appearance and
attempt to infiltrate a local community through effectively imitating certain professions, races
or individuals. The player must disguise himself or herself as an NPC or take over an NPC’s
role in society and see how long they last before being discovered. Unfortunately, most
contemporary games and virtual environments do not clearly and consistently distinguish
between NPCs in terms of race, locality, profession or voice and it would require more spatial
awareness to allow for a rich role-playing experience.
One may also ask if the agents are actually only social agents, but situations could be
‘staged’ in such a way that their behaviours and detection techniques are triggered, affected
and modified by culturally specific events and settings. A similar scenario is played out in the
Spyparty game (http://www.spyparty.com). Unfortunately that game is still in beta, playable
but not yet complete.
A third scenario suggested here is providing cultural learning by directing or otherwise
persuading cultural agents to perform certain actions that affect and modify historical events.
Cultural artefacts could also be collected and used to train agents. By opening in-world books
to specific pages, certain events or other forms of knowledge could be communicated to the
NPCs. Some existing moddable games (such as Elder Scrolls V: Skyrim) have more NPC
options, including the ability to collect followers. One great benefit of incorporating training
of NPCs by players is that an external person can judge how effectively a player has learnt
the content by how accurately they convey information in the training of NPCs (learning by
teaching).
Agents could be persuaded according to the correct timing and information provided by
the human player. Like the second scenario this puts more responsibility on the human player
to observe, experiment and act according to local customs and beliefs. For a very complicated
simulation, perhaps the detection of appropriate, correct or logically reasonable decisions in
history require human experts, or perhaps agents can incorporate some form of distributed
historical consciousness that allows them to predict the historical likelihood or cultural
authenticity of human player decisions.
In all these three scenarios, the human player becomes an active participant, a social
actor that is culturally constrained and to some extent socially judged by the cultural agents.
As the human participant becomes focused on achieving the appropriate task and as some
form of narrative or gameplay depends on the responses of the cultural agents, these
scenarios differ from environments where the human player merely observes the behaviours
of artificial characters (intelligent agents). And this may also mean the agents’ apparent
authenticity and ability to engage the human players is easier to achieve.
Summary
Virtual heritage environments have special needs that create more criteria than those
required by mainstream digital environments and too many agent-virtual heritage projects
have not communicated the significance and value of the heritage content) due to their focus
on perfecting the technology. In their attempt to create more engagement, virtual
environment researchers and designers have conflated social presence with cultural presence
(Champion, 2005, 2011; Flynn, 2007). A solution is to develop agents who help interpret
cultural cues and transmit to the human participant a sense of situated cultural presence and
an awareness through place-specific and time-specific interaction of the cultural local
significance of the simulated sites, artefacts and events. Such agents would be cultural agents,
not merely social agents, as they would convey accummulated and place-specific cultural
knowledge that would outlast or extend beyond their own individual ‘lives’.
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