BDCC 06 00073
BDCC 06 00073
BDCC 06 00073
cognitive computing
Article
Digital Technologies and the Role of Data in Cultural Heritage:
The Past, the Present, and the Future
Vassilis Poulopoulos *,† and Manolis Wallace †
Knowledge and Uncertainty Research Laboratory, University of the Peloponnese, 221 31 Tripolis, Greece;
wallace@uop.gr
* Correspondence: vacilos@uop.gr; Tel.: +30-6972-700-533
† These authors contributed equally to this work.
Abstract: Is culture considered to be our past, our roots, ancient ruins, or an old piece of art? Culture
is all the factors that define who we are, how we act and interact in our world, in our daily activities,
in our personal and public relations, in our life. Culture is all the things we are not obliged to do.
However, today, we live in a mixed environment, an environment that is a combination of “offline”
and the online, digital world. In this mixed environment, it is technology that defines our behaviour,
technology that unites people in a large world, that finally, defines a status of “monoculture”. In
this article, we examine the role of technology, and especially big data, in relation to the culture. We
present the advances that led to paradigm shifts in the research area of cultural informatics, and
forecast the future of culture as will be defined in this mixed world.
Keywords: big data; culture; cultural informatics; museum informatics; mixed environment; social media
1. Introduction
We live in an era that is defined by technology and its advances. Every aspect of
Citation: Poulopoulos, V.; Wallace, M.
our everyday life includes a kind of a machine. The type of machine that Turing and
Digital Technologies and the Role of
Von Neumann described [1,2], where people explicitly or implicitly provide inputs which
Data in Cultural Heritage: The Past,
a machine processes and then outputs results. Explicitly, in the cases where people are
the Present, and the Future. Big Data
Cogn. Comput. 2022, 6, 73. https://
aware of the information shared, information that is intentionally provided to any kind of
doi.org/10.3390/bdcc6030073
machine in order to fulfill a job; implicitly in any other case, in which technology collects
information in order to “predict” and aim towards a better world. However, when it comes
Academic Editor: Fabrizio Marozzo to culture, to the past that defines who we are today, and how we will progress for the rest
Received: 4 May 2022 of our lives, then it is based upon every single person’s selections, on how to respond to
Accepted: 28 June 2022 technology; we define—or should define—the way, and not technology or algorithms.
Published: 4 July 2022 Technology and culture is not a novel combination. More than 50 years ago, people
in the humanities, primarily in museums, were seeking for technological assistance [3,4].
Publisher’s Note: MDPI stays neutral
Simple databases were the beginning of the need for a technological presence in cultural
with regard to jurisdictional claims in
institutions [5]. While the technology was emerging, the technologically unexploited area
published maps and institutional affil-
of museum informatics was gaining attention. Museum informatics was the “beginning”;
iations.
it was the noble area that technology could explore. A first ‘touch’ between technology and
humanities; actually a large part of humanities.
As technology was advancing, it was not only cultural spaces that attracted the
Copyright: © 2022 by the authors. attention of innovation. Culture is spread all around us; new types of culture were defined,
Licensee MDPI, Basel, Switzerland. and as this kept happening, technology was finding a new area of application. The simple—
This article is an open access article yet advanced for its age—research on databases and cultural spaces started to shift with the
distributed under the terms and domination of the world wide web. It was the time that the Internet started to seem an ideal
conditions of the Creative Commons space for virtual museum tours and multimedia presentations [6]. Despite the fact that the
Attribution (CC BY) license (https:// humanities declined to follow the pace of technological advances, technology still remained
creativecommons.org/licenses/by/ present in several aspects of culture. Virtual reality, augmented reality, social media, 3D
4.0/).
2. Technology in Culture
The advances of technology are vast. Many of them are directly or indirectly related to
culture in any of its forms. A great deal of research is being conducted on the combination
of technology and culture, having many different perspectives. Researchers tend to support
that there is a two-way relationship between technology and culture [7–10]. Of course, they
are precise, as civilizations that dominated parts of the world in history are directly related
to advanced technologies for their era. As mentioned, a large number of efforts examine
the connection and the effect between culture and technology [11–14]. Furthermore, it is
obvious that culture and arts were part of the past civilizations that managed to have their
“basic problems” solved; and in order to do so technology must had been very advanced,
at least for their era.
In the modern world we need to narrow down the relation of technology to culture,
only to what is related to computers and the internet. It is this kind of technology that
altered the way we got used to face culture and react to it.
efforts were focused primarily on museum cataloguing [16] or even systems to classify
any man-made object (e.g., nomenclature [17,18]). Still, the problem is close to the one
we face today, there was no common language for the standardization of the systems and
processes. As D.C. Stam [19] states in 1989, “the already reaching 20 years of research on
museum informatics had not ended up with a common standard”. So, a first generation
of cooperation between culture and technology in the modern world is directly related
to databases.
experience. Throughout the years, research includes several different factors, either related to
personalized content (better applied to AR), differentiated environments (worlds) in which
the user navigates, presentation of different objects, representation of the past and rebuilding
ancient ruins (e.g., Ancient Olympia (https://inculture.microsoft.com/arts/ancient-olympia-
common-grounds/, accessed on 27 June 2022—Digitally preserving and restoring Ancient
Olympia as it stood over 2000 years ago) and more. We have already been informed that the
future of one of the most well-known social media platforms will emerge in virtual reality. We
are talking about Meta from Facebook (Meta—https://about.facebook.com/meta/, accessed
on 27 June 2022 which is referred to as “...the next evolution of social connection”.
2.4. Metadata
Another important aspect of museum informatics is related to information representa-
tion. As digitization is continuous and unstoppable there is a strong need of a common
“language” for data recording. Ontologies try to provide a solution to this issue. The CIDOC
conceptual reference model provides a generic solution [42], while, other conceptual mod-
els proposed are not that widespread. The CIDOC CRM represents an “ontology” for
cultural heritage information, i.e., it describes in a formal language the explicit and implicit
concepts and relations relevant to the documentation of cultural heritage. On the other
hand, one can find a large number of protocols that are constructed in order to describe
cultural related objects. However, when one deals with information recording there is a
strong need to define metadata that accompany such a kind of object. According to [43],
four aspects of the cultural data have to be discussed and taken under consideration when
dealing with metadata of museum and cultural objects. These are:
• Data structure standards;
• Data content standards;
• Data value standards;
• Data format/exchange standards.
For each of the aforementioned sections, there is a set of information that accompanies
and provides useful information. The important part of this analysis is not only the fact
that technology is hugely affecting the way that cultural information is recorded, but the
fact that we are facing a completely differentiated analysis of the approach of database
creation; and this is because we are facing an occasion where the audience does not have
a technological background—instead the audience is related to humanities—but still the
effort of technology adoption is great.
Talking about metadata, there is a strong need to realize their importance for the multi-
level analysis of data deriving from cultural objects. Metadata are information related to an
object and provide answers to questions that can be considered “additional information”.
For example, trying to “explain” or “understand” a piece of art from an artist, our work
could be made easier if we new when and where he was born, not to mention their personal
and family status or socio-economic conditions. This (add-on) information is the medium
to interpret parts of the work, as well as make connections with the past, the present, and
the future of the artist, and ours. So metadata are the information carrier that demolishes
any barriers that block the universality of culture.
The actual part related to metadata is the numerous efforts worldwide to record
information about objects, thus creating large sets of scattered databases. Within these
grounds, Europeana holds the largest artefact database in Europe, trying in parallel for two
aspects [44]. First of all, empower the recording of cultural related information and secondly,
establishing a prototype so that the information is not only “saved” and “preserved”
digitally but also be portable and readable; ultimately, accessible to everyone.
Applying only to tangible cultural heritage the power of images is such that digitization is
considered to be one of the major branches of the research related to cultural informatics,
having a great impact on the combination of technology and culture [45].
Talking about digitization, one can consider that taking a picture of an artefact is
sufficient to talk about digitization. This is not very far from being true apart from the fact
that the digitization process is also a process that has specific standards and protocols. The
European Commission has once more invested a large number of projects related to digital
cultural heritage focusing on the digitisation processes. https://digital-strategy.ec.europa.
eu/en/policies/cultural-heritage, accessed on 27 June 2022. Projects like VHH (Visual
History of the Holocaust—https://www.vhh-project.eu/, accessed on 27 June 2022) which
is an innovation action that focuses on the digital curation and preservation of film records
relating to the discovery of Nazi concentration camps and other atrocity sites, or such
as GRAVITATE (Geometric reconstruction and novel semantic reunification of cultural
heritage objects, https://cordis.europa.eu/project/id/665155, accessed on 27 June 2022
and Scan4Reco (Multimodal scanning of cultural heritage assets for their multilayered
digitization and preventive conservation via spatiotemporal 4D reconstruction and 3D
printing, https://scan4reco.iti.gr/, accessed on 27 June 2022) put the research efforts on the
cultural objects and the procedures for preservation and digitization.
Although these efforts are considered to be “modern” the need for digitization started
together with the efforts of information recording and it started the decade of the world-
wide web expansion. Reproducing the words from [46] back in 1996 we understand
the level of innovation at that time. Mannoni states when analysing the organisation,
publishing and distributing large collections of materials online: “We used Kodak photo
CD technology for digitalization and CERN World-Wide Web technology for the HTTP
daemon linked to a WAIS research engine to query the database”. It was—once more—“the
Internet”, the need for online presentation, publishing and sharing of our history and
culture that brought digitization to an advanced level. Other efforts refer to practices
and techniques for digitization [47,48], till reaching the point where the procedures for
digitization include 3D, photogrammetry, and point clouds [49–61], making the digitization
process reach very high levels of representation fidelity.
The digitization procedure provides a “picture” of the cultural objects. However, tech-
nology has emerged and digitization procedure together with artificial intelligence and 3D
technologies can be used to restore [62], redesign, and regenerate objects. The possibility
for rapid prototyping of such objects inspired and intrigued research [63–65].
However, digitization and publishing on the Internet generates a number of side issues
especially related to copyrights which remains a field of huge discussion till nowadays [66–70].
from the aforementioned, the research works presented in [74–76]. are typical examples of
research approaches targeting on the connection of user profiles with the museum visit.
Personalization becomes a matter with the evolution of the web in the early 2000s,
where user generated content begins to be large enough to enable users to be producers of
information. It is the time when web personlization is established as part of a museum’s
online presence as well [77]. P. F. Marty, a pioneer in museum informatics does not stop
to mention the personalization as an important factor in a user’s experience [78]. Many
cases start to appear in several museums around the world [79], while the parallel rise
of online games makes it possible to create personalized experiences in the online virtual
worlds, such as Second Life [80]. As we approach the present, a combination of technologies
occur for the personalization, including visitors’ personal devices, as well storytelling and
narratives [81–84].
Machine learning, especially through artificial intelligence has played important roles
in the scope of adding algorithmic approaches to the process of interconnecting people with
culture. An extensive survey on machine learning for cultural heritage has recently been
presented by Fiorucci et al. [85]. They conclude, however, “in most cases that ML is applied
to culture, it is a ‘black box’ for the research community” and that it is usually focused on
“visual or textual features”. In parallel, despite the fact that CH data are created so as to be
publicly available for everyone, still, only some of the large cultural organizations enable
access to large sets of data.
The ARCHES project scope was to help people in environments where inclusion is
an important issue. People with difficulties or differences was the main target in order to
associate with perception, cognition, communication, and memory (Project ID: 693229).
The project outcomes include recognition of data on how people interact with cultural
related incentives. CROSSCULT intends to target the understanding of European common
history, which is achieved by providing advanced experiences and entertainment through
social learning [90]. Within the scope of this project, a number of factors, including analysis
of large data, were researched [91].
GRAVITATE (GRAVITATE: Discovering relationships between artefacts using 3D and
semantic data. EU H2020 REFLECTIVE project) focuses on geometric reconstruction. Apart
from that it researches novel ways of displays (e.g., virtual or tangible) in order to present
and communicate relationships of past societies.
Virtual museums and “emotive storytelling” is the main research outcome of EM-
TOIVE project. Supporting the creation of virtual spaces, especially for the creative indus-
tries, is the main objective and it is achieved by defining and researching new tools and
methodologies [92]. In this case, the project acts as a medium of good practices for content
generation in the online world. PLUGGY supports citizens in shaping cultural heritage and
being shaped by it. Amongst its goals is to look at new approaches of presenting cultural
resources, and new ways of experiencing them [93].
Another important project trying to support virtual museums is ViMM. It focuses on
supporting the world’s leading public and private sector organisations, using high-quality
technical approaches [94]. Although ArchAIDE aims to serve mainly archaeologists, it also
has a number of outcomes related to visualization that can help the access to archaeological
heritage. It actually deals with large scale data in archaeology [95].
The fact that Europe keeps changing, and people that live or inhabit in it, or deal with
the digital world are largely unaware of the heritage is the main targte of Rices project [96].
Digital heritage in a mixed environment, as well as identifying the differentiation between
cultures in Europe, is the main objective of CulturalBase social platform (CulturalBase
EU project, https://culturalbase.eu, accessed on 27 June 2022). The INVENT project
(INVENT EU project, https://inventculture.eu/, accessed on 27 June 2022) sets out the
identification of the social and cultural prerequisites in order to achieve the key aspects
of the New EU Agenda for Culture. CHIEF project (Chief Project—Cultural Heritage and
Identities of Europe’s Future, https://cordis.europa.eu/project/id/770464, accessed on 27
June 2022 is also concerned about the EU agenda related to cultural heritage and identity.
Understanding the new environment in which creative and cultural industries will work,
and how the spread of the Internet and digital technologies will impact this industry is
the main focus of inDICEs (inDICEs EU Project—https://indices-culture.eu/, accessed
on 27 June 2022). Empowering policy-makers and decision-makers in these sectors is a
main purpose.
UNCHARTED (UNCHARTED EU Project—Understanding, Capturing and Fostering
the Societal Value of Culture, https://uncharted-culture.eu/, accessed on 27 June 2022)
aims to identify, contextualize, understand, measure, and analyse the emergence and con-
formation of the values of culture from an interdisciplinary, collaborative, and pluralistic
perspective. SPICE project aims to promote citizen curation of cultural heritage by pro-
viding a set of state-of-the-art tools so that people can share their own interpretations of
culture and engage with a diverse range of perspectives [97]. CultureLabs investigates and
proposes the use of digital services and tools for facilitating the access to Cultural Heritage
through tailor-made novel experiences, creative reuse, enrichment, and co-creation [98].
CREARCH is a project the intends to show to the public the development and building of
shared values and common heritage as a result of trading or migrations within Europe. It
is based on digital storytelling based on visual, digital, and transmedia performances [99].
Advanced methods in cultural heritage digitization is the scope of the VAST project. It
achieves that with the provision of methods, techniques, and tools in order to support
collaboration in studying, to enable annotation in digitization procedures and to exam-
Big Data Cogn. Comput. 2022, 6, 73 8 of 19
ine significant moments of European culture/history [100]. The projects mentioned are
only some of the numerous projects related to arts, culture, cultural heritage, and their
connection to cultural informatics or technology in general. Table 1 has a collection of all
the aforementioned projects followed by their main focus.
today with the trending term “Big Data”. People, worldwide, are directly connected to
each other using the Internet, while the ability of them to be both consumers and producers
of data gives birth to the term Big Data. The museums and cultural institutions should be
present in this shift, either by applying algorithms and technological advances related to
big data or by becoming part of the big data stream. It is inevitable that the role of social
media in this change is significant.
The approach is accompanied with the technology trends that could help improvise
the challenges. These include focus on mobile (content and applications), personalization,
and participatory experiences, as well as data analytics as part of the museum operations.
All the aforementioned deal with a large amount of data within a museum or culture
generally. However, the aforementioned also introduces another axis which is the univer-
sality of the “system”; this related to cultural heritage and cultural informatics when it
comes to people-centric approaches. Data cannot be encountered as an autonomous piece
of information or as part of a small collection of objects. Nowadays, culture is universal,
people are able to communicate and exchange information fast and universally. This is the
reason the report focuses on long-term trends, such as collaboration between institutions
and new roles for museum professionals. At the end of the day, culture belongs to people,
not only the ones that are able to access a museum exhibition (on-site or online). The
situation today is such that the visitor-centric model has to be re-introduced.
In parallel, it is important to recognize what is the strategic plan of the universal
cultural institutions. For example, the Smithsonian Institution (https://www.si.edu/sites/
default/files/about/smithsonian-2022-strategic-plan.pdf (accessed on 5 June 2022)) has
clear goals for the future of culture: engage, inspire, and impact. These goals are fulfilled
by having a digital-first strategy (mainly focused on mobile-first), understanding the 21st
century audiences, driving visionary interdisciplinary research, preserving natural and
cultural heritage, providing a more efficient administrative infrastructure, and by looking
out-of-the-box on a global level.
Another important institute, the Getty Institute having as its core mission: “...working
internationally to further the appreciation and preservation of the world’s cultural heritage
for the enrichment and use of present and future generations”, has as its strategic plan to
put the focus on:
• Society’s role in conservation decisions;
• Respect for diverse cultural values;
• Research;
• Education;
• Exploration;
• Sustainable solutions;
• Communication;
• Inclusiveness;
• Continuous learning and renewal.
These axes are absolutely aligned to the strategic plan of the EC, as well as with the
report from NMC and the Smithsonian Institute. We should not forget to mention the
two large initiatives by the technology giants Microsoft and Google, the first one with
its initiative called AI for Cultural Heritage (https://www.microsoft.com/en-us/ai/ai-
for-cultural-heritage (accessed on 5 June 2022)) and the second one with its platform
called “Arts and Culture”, launched 11 years ago, which intends to incorporate high-end
technological advances to arts and culture in order to provide unique experiences to people
around the globe (https://artsandculture.google.com/ accessed on 5 June 2022).
It is inevitable that there is a huge turn to a model that puts humans in the centre.
In fact, today, the audience is broader than ever, including the whole universe. The multi-
culture of the Internet, the capability to be in any place in the world at any time, and sharing
and receiving information has eliminated any barriers, physical or not, that could limit
cultural exchange. Additionally, despite the fact that this sounds like an ultimate wish,
in contrary it leads to devastating results. The speed with which information is shared and
transferred is such that any piece of information has a very short period of life. This short
period of life is catastrophic for any kind of culture on the medium. This is because it does
not let people think, realize, and absorb any kind of information. What can be done in
order to encounter this problem is a matter to be discussed. Firstly, the research has to put
its focus on this issue and perform detailed interdisciplinary research in two axes: The first
Big Data Cogn. Comput. 2022, 6, 73 12 of 19
one, an horizontal axis, needs to examine the spread of culture across the world, while the
second one, a vertical axis needs to focus on the locality of culture.
It is also obvious that we have the willing; the strategic plans from the EC are clear both
from a political and socio-culture perspective. Finally, the cultural institutions’ approach.
Secondly, it is important to recognize the monoculture of the web, the straight line
that does not have ups and downs and does not have something to offer to an individual
(educational, social, psychological, etc.). The speed of information, the constantly changing
trends and the nihilism of everything does not enable a person to get accustomed to a type
of culture, leading to incomplete personalities or personalities without any interest. In this
case, we need technology to stand by people and create interconnections with the past.
What we are is our roots, and how we behave is our culture. The indifferent culture of the
online world will create indifferent generations. Technology can play the role of the culture
carrier and connector. All kinds of emerging technologies, especially those with high levels
of immersion, are a perfect example of the connection of the cutting-edge technological
features (which produce the higher stimulation to the new generations) with the culture of
the past. This, of course, means that the cultural spaces and organizations need to enter
the technological era, produce digitized objects and tons of metadata so that technology
can play its role. Now it becomes clear, that technology together with understanding
all new types of culture-online included-will become a carrier of information in order to
interconnect the future of culture to the past.
Third, and most important, we believe that we live in the era of the “virtuous spiral”
(Figure 1). Although the virtuous circle is a procedure that always leads to the same spot,
it remains a two-dimensional shape. The Internet proved to be the medium that actually
connected all the world in a common culture. It is the place to expose common roots and
common paths together with the differentiation of the individual. Through the virtual
spiral, each individual remains in a state of continuous acquisition of new incentives in
order to explore cultures so that a person can shape its character. In fact, the ultimate goal
is a multi-spiral shape with each spiral emerging, while, in parallel, connecting to each
other in a never-ending shaping of the personality. The spiral includes the steps of:
• Searching;
• Growing expectations;
• Visiting (either online or on-site, or any other form);
• Shaping reflections;
• Sharing of information.
Analysing the steps, the part of sharing of information is the one leads to the results
of searching for another, creating in this way the never-ending spiral. On this occasion,
there is a strong need to understand that, despite the fact the on-site visiting of cultural
objects may be considered as the ultimate experience, the direct contact with the object
could not be considered as indispensable in our era. On the contrary, the experience can
be acquired with the help of technology. In other cases, which are more frequent as time
passes, the “object” does not exist to be exhibited in a real environment but has solely
digital form (e.g., NFTs).
Big Data Cogn. Comput. 2022, 6, 73 14 of 19
The fourth and fifth steps reveal the importance of “crowdsourcing” for our common
grounds. On this occasion, crowdsourcing stands for shaping and sharing. It is obvious
that culture flourishes with the exchange of information. Although people tend to become
prosumers, technology can provide the essential tools to record the shaping of reflections for
every time someone has a contact with a cultural related object (online or offline); this is the
important information that has to be shared across the huge network that interconnects all
people, the Internet. The spiral closes with the fact that a person’s searches for information
is someone else’s sharing of information.
The role of data in the shaping of the proposed model is critical. We live in an era in
which people are bombarded with big data deriving from the Internet. People are either of
a state of connected (awake) and disconnected (sleeping), and during their connection they
are interacting with information that is largely related to culture. In this notion, the amount
of data that are formed, the role of the advances of technology, the contribution of the
projects in order to end up in this status, reveals a strong need for a reformation of the way
we think of a user-centric model in culture. The main condition of the proposed model is a
united model for culture under a common infrastructure. Additionally, while the Internet
provides the infrastructure, large steps are still needed by the cultural organizations in
order to shape a universal model to confront the universality of culture.
4. Discussion
The expansion of the web that lead to culture spread across the globe in little time
changes the way we face our multi-cultural universe. In fact, we are entering a mixed
culture world in which people are changing their cultural approaches very quickly and
directly. The “direct” part is the desired one, but the factor of speed (fast) is not. On these
grounds, the cultural exchanges cannot be possibly understood and if absorbed there is no
clear evidence or awareness of the habits or behaviors.
This world is shaped by the changes and advances in technology. Despite the fact
that technology analysis leads to a large number of different approaches, nowadays it
is obvious that everything is lead by data. We described the different aspects of data in
cultural informatics. Starting from the large paradigm shift of the Internet, progressing
the Virtual World, the analysis of data and metadata, as well as the digitization (i.e., the
production of digital assets—data). Furthermore, we discussed the algorithmic approaches
and the adaption of the visitors, and described a number of important EU funded projects
related to culture and technology. Finally, we described big data and the role of social
media in the shaping of today’s culture.
Talking about the future of culture in the “connected world”, we examined the strategic
plan of the EC, as well as the approaches from institutions. It is obvious that all of them
believe that culture must play an important role in the connected world. We need to
redefine our view of people in cultural informatics and follow strategic plans that involve
everyone as a unity and as a whole in a museum’s procedures.
It seems that the term “big data” will follow several aspects of our lives and culture
is not to be excluded. The trends to be followed should include a universal approach
with free, open, connected data, collaboration between institutions and definition of new,
important roles within the procedures of a museum.
As per the user perspective, the universal character of our future, leads as to a model
that keeps “spinning” around culture; culture all over the world. Each one becomes
the consumer of cultural experiences, and producer of reflections, feelings, and informa-
tion for herself and everyone else. We believe in a novel culture approach by defining
the spiral of culture. Technology can help us identify culture and create never-ending
connected experiences.
In conclusion, we believe that the sector of cultural informatics should put the focus
on the universal, holistic, data driven, user-centric approach. The approach is affecting all
technologies used to create experiences for visitors, either on-site or online. The “tradi-
Big Data Cogn. Comput. 2022, 6, 73 15 of 19
tional museum” remains a unique experience, but visitors demand multi-level interaction,
and technology is the medium to achieve it.
Author Contributions: The authors have contributed equally to this work. All authors have read
and agreed to the published version of the manuscript.
Funding: This research received no external funding.
Conflicts of Interest: The authors declare no conflict of interest.
Abbreviations
The following abbreviations are used in this manuscript:
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