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Teaching the History of Arts

Klaus Alfert

Ernst-Erich Doberkat

CorinaKopka

Chairfor Software-Technology

University of Dortmund

Germany

falfert|doberkat|kopkag@ls10 .cs .uni -dor tmun d.d e

Phone: +49+231-755-2781

Fax: +49+231-755-2061

Abstract

Multimediaproductiondisplaystwofaces: amultimediaproductistheresultofpro-

grammingaswellasofpublishing. Constructingamultimediaenvironmentforteachinga

courseinthehistoryofartssuggeststhatrequirementselicitationhasmanyfacetsandis

centraltosuccess,hencehastobedeltwithinaparticularlycarefulway,themoresosince

wewantedthearthistoriansworkinginaspecicandcustomtailoredenvironment. The

problemwastechnicallyresolvedbyconstructingadedicatedmarkuplanguagebasedon

XML.Wediscusstheprocessofrequirementselicitationthatledtothemarkuplanguage

and showhowthis isused asacornerstonein the developmentofsuchan experimental

environment.

Keywords and Phrases: Multimediaenvironment,XML, DTD,AltenbergerDom

Markup Language, multimedia in teaching the history of arts, requirementselicitation,

translationandinterpretation.

TheworkreportedherehasbeenpartiallyfundedbyUniversitatsverbundMultimediaNordrhein-Westfalen

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1 Introduction

Teaching the history of art does not yet fully capitalize on the possibilitiesoered by mul-

timedia. This is surprising since the history of art is nourished by visual representations.

On the other hand, scholarly ideas are presented quite similarly to teaching philosophy, so

on second thought the lackof multimediateaching material may be attributed to not(yet)

having a sturdy bridge between ideas and pictures. Of course, teachers in art history have

longmadeuseofvisualaids,usuallydisplayingslidesorpictures. Thiskindofpresentingthe

necessaryvisualinformationisnotfullysatisfactory to eitherstudentsor instructors:

slides and pictures in books are quite static, some of the things to be presented are

dynamic, hencechangehasto berelatedexplicitely. Thisisachieved usuallythrougha

wellchosen sequence ofpictures, conveyingdynamics,albeitonlyto a limitedextent,

textual andvisualinformationislinkedconventionallythroughnarration;studentsnd

it dicultreestablishing links when rehearsing the lecture: pictures and explanations

(or explications)are gone, taking notes is noteasy, inparticular when the lecture hall

is dark,

backgroundinformationissometimeneeded,butnotalwayatthengertipsofinstruc-

tors orstudentswhen a topic isconventionally presented.

A multimedia presentation links text and pictures lively, eectively and in a customizable

manner,easingtheburdenofestablishinganmentalconnectionbetweentextualandpictorial

representation. It mayoer anexplanation fortheevolution of phenomena,hence capturing

dynamics,anditmayprovideamplebackgroundinformationthroughhyperlinks. Thisisour

vision.

Certainlywe do notwant to leave the impressionthat the conventional mode of teaching is

obsolete,badorplainlyunattractive. Whatwearepleading|andworking|forisutilizing

multimediaas adevice forcomplementing and embellishingthe traditionalapproach.

WedecidedenteringacooperationwiththeChairforArchitecturalHistoryatouruniversity.

This cooperation aims at the construction of a multimedia representation of the Altenberg

Cathedral. The cathedral isawellknownand importantGothic church intheRhineland. It

entertains features that are of interest to future architects aswellas civil engineers. These

studentshave totakeacourseinarchitectural historyinwhichthecathedral featurespromi-

nently.

Fromthebeginningweunderstoodthatbothpartieswouldbenetfromthisprojectinrather

specicways. Thearthistorianswouldobtainamultimedialcomplement to theirtextbooks,

andtheywouldconstructavehicleforteachingtheirstudentsthein-depthworkwiththenew

electronic tools. We as software engineers would help in constructing this vehicle, gaining

insight into an intellectually very attractive eld together with obtaining a possibility of

learningaboutthe architecture of multimediasystems. Most important, we ndit exciting

to gain some experience in requirements elicitation in a eld that has not seen too many

computerscientists' footsteps.

The present paper is intended to report on this joint project from the software engineer's

perspective. We want to relate where we encountered principal diculties, how we tried

to overcome them, and what we learned from these experiences. In particular we draw the

reader's attention to problems of requirements elicitation that emerge in a context where

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scholars and engineers cooperate. Finally we report on a solution forthe construction of a

multimediaenvironment,and we indicatewherewe endeavourfuture work.

2 The Perspective

Introducingcomputer-based traininginto an art historycourse is byno means a trivialun-

dertaking. Usually the infrastructure is not comparable to a setting in which engineering

courses aretaught, butthe missing infrastructure may easilybe overcome. But the reasons

forthenon-trivialityliedeeper.

Considerthese observationswe made when cooperating withthegroup fromart history:

traditionally there is enough pictorial material to be taught from, including graphics

usede.g.toanalyzeagivenarchitecturalsituation. Thismaterial,however,issometimes

not particularlysuited forbeing usedina multimediaenvironment.

This is so since it is organized according to principles which are introduced to serve

the human user, but not to be applied with a computer; the informal organizational

schemesaredicult| ifnotimpossible| tomap to amaintainable databasedesign.

wefounditdiculttotalktoeachother|thewayarthistoriansorganizetheirteaching

is understandablydierentfrom theway computerscientists do,and viceversa.

Hence requirement elicitation had to be preceded by a phase of learning of mutual

understanding.

thenecessityof ourdoingpreparatorytechnicalwork wasnotalways immediatetoour

art historians.

Hence there was an incentive to have quite early something that could be presented

rather inpreference to workingon seeminglyintangible specications.

We resolved these problems in ourcooperation byattempting to agree on the followingap-

proach:

1. thetargetplatformisfactoredout,sothatworkcanbedoneindependentofaparticular

hardwareorsoftwareplatform,

2. requirements are going to be xed and described in a sequence of scenarios, which in

turn willbe translatedinto arepresentable form,

3. weintendto construct adevelopment environmentthatshouldbeuserfriendlyenough

so that non-computer scientists will be able to work with it. The environment will

eventuallybe process-based.

3 Related Work

TheZ

Y

X model[BK99]isused forsemantic modelingof multimediacontent. TheZ

Y X mul-

timediadocument modelhasbeendevelopedinthecontext of adatabase-driven multimedia

informationsystem. Themodeldescribesmultimediadocumentsbasedon atree. Thenodes

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ofthetreearepresentationelementslikevideos,images andtext oroperatorelementsallow-

ing temporal synchronization, denition of interaction, spatial and audible layouting. The

modeloerssupportinstructuringthe presentationdocumentand combiningmediaobjects

at layout design level and do not support a didactical design and instantiation phase with

logicalelements,whichshouldprecedesynchronizationandlayoutingofmediainthesoftware

development process ofa multimediateaching system(MMTS).

The process model for the development of multimedia applications in [DEM +

99 ] is based

on an analysis and a design phase using the programming model of an authoring system

(Director)and onimplementingwiththisspecicauthoringsystem. First,ananalysismodel

oftheapplicationisconstructedandaprogrammingmodeloftheauthoringsystemisderived.

Thentherelationbetweenthesemodelsisanalyzed. Aninstanceapplicationmodelismapped

to an authoring system model using this relation. This approach employs an analysis and

designphase trying to llthegap betweenthe analysis modeland implementation usingan

authoring system. It was developed in parallel to our approach and is rather closely tied

to the programmingmodel of an authoring system. It is abstract in the sense that it does

notcater for a particular application, and it is quitespecic inthe use of theprogramming

tools. Incontrasttothismodel,weemphasizetheroleofdomainanalysisintheconstruction

of thelanguage we use, and of supportingtools maintaininga platformindependent way of

representation.

TheRelationshipManagementMethodology(RMM)[ISB95 ],HypertextDesignModel(HDM)

[GPS93 ]and Object-OrientedHypermediaDesign Model(OOHDM) [SR95] areusedforhy-

permedia or multimedia applications in those areas that display a high degree of domain

structure.

Nanardetal.discussin[FNN96]theirSGML-basedauthoringsystemPageJockeyandpresent

theprocessbetweensketches, templates,andnalreleasesofmultimediaapplicationsrealized

indierentSGMLlanguages. Thetechnicalfocusliesontheabstractmodelsandthemapping

betweenthem,themethodicalon thedesignprocessof visualdesign. Theyareaimingon an

earlyvisualfeedbackofapplication derivedautomaticallyfrom sketches andtemplates.

Morris and Finkelstein [MF92] are discussing a method for constructing a hypertext in the

eld of history of art, later generalized as a design process integrating the visual designers

inan explicitway [MF96, ]. It is not clear inhow far their method could be supported by

adevelopment environment,because thetransformationprocess of mediaformallydescribed

inthemodelis notfullyoperational.

4 The Formal Structure of Multimedia Applications

In the methodologies[ISB95 , GPS93 , SR95 ] quoted above the structure of the presentation

is derived from the structure of the application's domain or content. This is just one point

in a spectrum: the pronounced structuring of a domain induces a formal system structure

thatcan behandledwithcomparableease. Figure1indicatesthatthereareothersituations,

classiedagainst numberof classes vs. number of objects drawn from each class. Generally

speaking, many classes in a system arise whenever the application domain admits a model

with a highly perceivable formal structure, many instances of a class are generated when a

high degree of similarity has to be captured, see e.g. [Jac92, II.7] or [GHJV95 , p. 107], in

particularthediscussionleadingtotheFactorypattern. NowconsiderFigure1. Itillustrates

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typicalhypermediaandmultimediaapplicationsclassiedinrelationto thenumberofclasses

andthenumberof instancesofeach class representedby thetwo axes.

Art History Literary Work

Kiosk Application News Service

number of classes in the system of each class

number of instances

Product Catalog

Figure1: The kindsof hypermediaandmultimediaapplications

The domain presented in a product catalog [SKT +

97 ] is characterized by a large number

of product types (classes) and a large number of products for each product type (objects).

Front-ends of databases are quite similar. The so called point of information (POI) as a

typical application of kiosk systems has to present many dierent elds (i.e. the classes in

thisdomain) of an enterprise, a city, a railway station, a museum, etc., but may have just

one instanceforeach eldor at mostavery smallnumberofinstances.

On the other hand there are applications with a small number of classes in the domain

represented. A News service presented by a television channel or a news site presented by

an enterprise on the Internet is a type of application that is adequately represented by just

one class. This kind of application is characterized by the restriction of constructing only

instancesofthisclass.

Our domainin thisprojectis architectural history. Thisdomain has alow formalstructure

witha smallnumberof classesand a small number of instances, often uniqueobjects. The

complexity of the domain is spread out over a few classes and these classes will be very

complex. So the usefulness of the mentioned methods for our domain (art history) is low,

because these methods base on domain modelling with a supposed regular structure of the

domain.

Asmallnumberofclassesand a smallnumberof instancesinthesystem containseach kind

of application presenting artistic work as content, e.g. literary work or art history. These

domains, although intrinsically highly structured, present hardly any handle of structuring

them formally according to our needs. Thustheir presentation in a multimediaapplication

doesnotdependontheformalcontentstructure(forexample,structuringnovelsintochapters

for Electronic Books does usually no justice to the artistic quality). A structuring facility

for presenting architectural history could e.g. be a presentation form like a Guided Tour.

Althoughthe construction of such a tour is not theintent of our project, we adopt some of

theideas,aswillbe seenlater.

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5 Our Approach to the Development Process of a Multimedia

Teaching System

Multimediaapplicationsarelargeand complexsoftwaresystems,which shouldbe developed

usingsoftware engineering methods. Existing authoring systems like Director, Toolbookor

Authorware support only the programming phase of the software process, similar to inte-

gratedenvironmentslikeVisualC++,Delphi,etc. Theydonotsupportmodelingduringthe

analysisand designphase. But modelingshouldprecedeimplementationinthe development

ofsoftwaresystems.

The development of a multimediaapplication isdierent from thedevelopment of software.

Wewanttodevelopamultimediapresentation(MMP)whichturnsoutto bebothaprogram

and adocument | thisis an importantobservation for thedevelopment that follows. This

existenceofdierentviewsisacknowledgedbythepartiesinvolved: thearthistoriansperceive

the presentation as a document with a course structure and media content. The software

engineerssee thepresentation asa program. By thisdualityof multimediapresentationsas

programsandasdocumentstheconstructionofaMMPnecessarilyintertwinesmethodsfrom

software construction andfrom publishing.

FurthermorewehadtodevelopourMMPasamultimediateachingsystem(MMTS).Forthis

kindof applicationthepresentationstructuredependsalso heavilyonthedidacticalconcept

and isin thisrespectquite independent of thecontent and its structure. Therefore we need

anapproach supportingintegration betweensoftwaredevelopment, publishingand teaching.

Itis thisapproach that willbe presentedhere.

Since markup languagesrely on a formal syntax and on the incorporationof narrative text,

they are ideally suited for our project once they permit enough exibility for processing

multimediadocuments. The class of languages suited to our needs is currentlyrepresented

by the XML approach [BPSM98 ], XML instances (or languages) being markup languages

similartoSGMLinstances,HyTime[NKN91]orHTML.Theselanguagesarealldenedbya

document typedescription(DTD).Hencea particularinstance ofXML isessentiallydened

by a DTD. We felt that the conversion of our requirements to a DTD would be the most

appropriate way of dealing with the restrictions imposed on us. Documents written in this

specicationlanguageareconverted into anexecutableprogram interpretedbyan authoring

system,theMacromedia Director.

Thus,ourapproachisdividedinto twoseparateparts. Therstpartdealswiththedenition

of a DTD suitable for our MMTS. The second part makes use of this DTD for writing

documentsand forbuildingtheMMTSitself.

TheDTD-DenitionStep. Thisstepissubdividedintotwosub-steps. First,weestablish

ananalysisphaseaimingatthestructure,thelayoutandthecaptureofthedidacticalconcept

of theMMTS. This phase is mostly driven bythe art historiansconsulted by the computer

scientists to ensure the technical feasibility of their ideas. The second sub-step formalizes

the results of the analysis as an DTD which we call Altenberger Dom Markup Language

(henceforth abbreviated by ADML; the Altenberg Cathedral is the only church we know of

that has a programming language named after itself). This is the work of the computer

scientists consulted by the art historiansto ensure that the formalization is a valid one. In

summary, the rst part requires and constitutes an extensive dialog between art historians

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and computer scientists resulting in layout, structure and didactic concepts as wellas their

captureinaDTD.

SplittingtheGroups. Thesecondpartsplitsthetwodevelopergroups. Thearthistorians

writedocumentsinADML, formallyinstancesoftheADML-DTD, create mediaobjects and

combine them into scenes. This is the publishingstep. The computer scientists realize the

technical part of the MMTS and build a converter for the transformation of the ADML

documentsinto anexecutable multimediapresentation.

The approach to thedevelopment process of a multimedialearningsystem intheAltenberg

CathedralProject isdiscussed inthefollowingsectionsand issketchedinFigure 2.

in the language Description of the idea

Computer Scientists

Converter and VAM implementation Historians of Art

Idea

Language definition

Media creation

platform independent generation

HTML MMTS

Figure2: The approach taken intheAltenbergCathedral Project.

6 Steps towards a DTD-Denition

6.1 The Analysis Step

First the art historians have to establish a suitable presentation for teaching the Gothic

architecture. Starting witha vague idea of thelayout the logicalelements and the relations

betweenthemare identied. The descriptionofa sequenceof scenariosresultsinidentifying

dierent types of scenes. Scenes are the building blocks for the presentation. They were

originallyperceived as at, butturned out laterto be structured into topics and subtopics,

thusconstitutingahierarchicalorder. Topicsand subtopicscombinemediaobjects, textwith

hypertext facility being one of them. On top of this a navigation scene serving as a shell

yields access to the topics, to a library and a glossary. This navigation scene is intended to

support inductive learning starting from a special visual setting and leading to the general

situation explainingarchitectural aspects. The scene is realized by Quicktime VR [App97].

It centers around a visualrepresentationofthe Cathedral'sinteriorand exterior,identifying

spotsof intense pedagogical interest.

Tackling the problem in this phase of the project consisted in ordering the little chaos in

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our minds, identifying the important logical elements of the presentation, assemblingthese

elementsin apresentation world and structuringthisworld.

6.2 The Model Creation Step

This stepmaps thepresentationstructureand elements oftheanalysis processinto aformal

representationmodelusingADMLasa specicationlanguage.

Each logicalelement is mapped into linguistic constructsof ouremananting language. This

applies particularly to the dierent scene types of the presentation world. Eventually, the

set of all these constructs constitutes the core of (the DTD of) ADML. This approach was

chosen for two reasons: First, software engineers need formal structures for working in the

developmentprocess. Second,arthistoriansmustworkwithADMLdocuments,becausethey

havetoconstructthepresentationatleastbyprovidingitscontent. Thelanguageconstructed

inthismannerallows constructingdocumentsat theinstancelevel. Thereal publishingstep

is describedinthe nextsection.

Summarizing, this phase of the project consists of mapping the art historians' presentation

world to an adequateformal world,whichinturn isneeded forthemultimediadevelopment

process.

7 Realization and Instantiation Step

The art historians write their educational material, create media objects such as images,

videos, animations, audio les, etc., and combine them in ADML documents. Didactical

conceptsusuallycannotbeformalized,exceptforasmallpartconcerningthestructureofthe

presentation. The formalized structureshapesthespace forthediscourse writtenbytheart

historians. Each ADML document is essentially an instance of the structure dened in the

DTD and thusavehicle forimplementingthedidactical ideas.

There exist in fact some similarities between ADML documents and objects in a program

whichareinstancesofclassesthatareinturnsimilartotheDTD.Incontrasttoprogramming

languages, the semanticsof ADML instances arenot foundinthe formally dened part but

rather are hiddenin the discourse written in natural language. Also the class model itself,

i.e.theDTD,isnotuseddirectly bytheauthors. AseachdocumentisaninstanceofADML,

the authors always operate directly on these instances ofthe model. The model denes and

providessomekindofframefortheirworkbyhelpingstructuringtheirthoughts. Inallother

aspects themodelsremainspassive. Any modications of themodel is to be undertaken by

the computerscientists.

This is a substantial dierence compared to classical software engineering and displays a

prominentexampleforthedocumentaspect ofmultimediaapplications. Inclassicalsoftware

engineering instances described in specicationparts of program systems are only used and

constructed by the end user at runtime, but not at development time. Programming may

be seenas arenement ofmodels,thusconstitutingincreasinglydetailedlevels of modeling.

But programming abstracts always from the objects used and deals only with classes (or

proceduresand functions), never withobjects (or procedure calls), which are phenomena of

program realization. Consideringtheother handthescenario suggested here,suchinstances

of models constructed during development are not modied by the users of the multimedia

Abbildung

Figure 1: The kinds of hypermedia and multimedia applications
Figure 2: The approach taken in the Altenberg Cathedral Project.
Figure 3: The generation process from ADML to VAM realized in Director's Lingo and in a

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