This article presents an affective based sensemaking system for grouping and suggesting stories created by the users about the items of a museum. By relying on the TCL commonsense reasoning framework1, the system exploits the spatial structure of the Plutchik's wheel of emotions to organize the stories according to their extracted emotions. The process of emotion extraction, reasoning and suggestion is triggered by an app, called GAMGame, and integrated with the sensemaking engine. Following the framework of Citizen Curation, the system allows classifying and suggesting stories encompassing cultural items able to evoke not only the very same emotions of already experienced or preferred museum objects, but also novel items sharing different emotional stances and, therefore, able to break the filter bubble effect and open the users' view towards more inclusive and empathy-based interpretations of cultural content. The system has been designed tested, in the context of the H2020EU SPICE project (Social cohesion, Participation, and Inclusion through Cultural Engagement), in cooperation the community of the d/Deaf and on the collection of the Gallery of Modern Art (GAM) in Turin. We describe the user centered design process of the web app and of its components and we report the results concerning the effectiveness of the of the diversity seeking, affective driven, recommendations of stories.
翻译:本文提出一种基于情感的感知系统,用于对用户围绕博物馆展品所创作的故事进行分组与推荐。借助TCL常识推理框架,该系统利用普拉奇克情感轮的空间结构,根据提取到的情感对故事进行组织。情感提取、推理与推荐的过程由名为GAMGame的应用触发,并与感知引擎集成。遵循公民策展框架,该系统不仅能够对涵盖文化展品的故事进行分类与推荐——这些展品既能唤起用户已体验或偏好的博物馆藏品所蕴含的情感,还能推荐具有不同情感立场的新展品,从而打破过滤气泡效应,引导用户对文化内容形成更具包容性和共情性的解读。该系统在H2020欧盟SPICE项目(通过文化参与促进社会凝聚力、参与和包容)的背景下,与聋人社区合作,并基于都灵现代艺术画廊(GAM)的藏品进行了设计、测试。本文描述了该网页应用及其组件的以用户为中心的设计过程,并报告了关于差异化导向、情感驱动故事推荐效果的研究结果。