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An ontology-based framework for supporting decision making in conservation and restoration interventions for cultural heritage 支持文化遗产保护和修复干预决策的本体论框架
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-27 DOI: 10.1145/3653977
Efthymia Moraitou, Yannis Christodoulou, Konstantinos Kotis, George Caridakis

Decision-making (DM) is the backbone of the Conservation and Restoration (CnR) of Cultural Heritage (CH). The demands of the DM process for information organization and management have raised issues that the CnR community attempts to solve by creating DM-support tools and systems, which, among others, exploit Semantic Web (SW) technologies. Regarding the tools and systems that focus on the DM process of selecting an intervention option (CnR-DM-I), they present benefits, as well as limitations, regarding the i) completeness of representation of the relevant knowledge in a unified manner, ii) facilitation of recording the CnR-DM-I process per se, in terms of the problem at hand as well as the intervention parameters, requirements and criteria, and iii) recommendation and further exploration of CnR intervention options in a systematic manner. This work proposes an ontology-based framework as a means to overcome those limitations. The proposed framework (DS-CnRI) sets at its core a formal ontology which provides the necessary entities to represent expert knowledge related to CnR-DM-I. The ontology also includes rules which provide useful inferences to assist the CnR-DM-I process. The proposed framework has been deployed and evaluated in collaboration with conservators. Initial evaluation results show that the framework assists conservators in CnR-DM-I to detect and select the most suitable intervention options, to better understand the limitations of different options and to document the process of reaching their decision.

决策(DM)是文化遗产(CH)保护和修复(CnR)工作的支柱。DM过程对信息组织和管理的要求提出了一些问题,CnR界试图通过创建DM支持工具和系统来解决这些问题,其中包括利用语义网(SW)技术。关于以选择干预方案的 DM 流程(CnR-DM-I)为重点的工具和系统,它们在以下方面既有优势,也有局限性:i)以统一的方式完整呈现相关知识;ii)从当前问题以及干预参数、要求和标准的角度,促进记录 CnR-DM-I 流程本身;iii)以系统的方式推荐和进一步探索 CnR 干预方案。这项工作提出了一个基于本体的框架,作为克服这些局限性的一种手段。拟议框架(DS-CnRI)的核心是一个正式的本体论,它提供必要的实体来表示与 CnR-DM-I 相关的专家知识。本体论还包括提供有用推论的规则,以协助 CnR-DM-I 流程。已与保护人员合作部署并评估了拟议框架。初步评估结果表明,该框架有助于保护人员在 CnR-DM-I 中检测和选择最合适的干预方案,更好地理解不同方案的局限性,并记录其做出决定的过程。
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引用次数: 0
Reactivating and Preserving Interactive Multimedia Artworks: An Analog Performance from the Seventies 重新激活和保存互动多媒体艺术作品:七十年代的模拟表演
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-26 DOI: 10.1145/3647995
Alessandro Fiordelmondo, Sergio Canazza, Niccoló Pretto

Interactive multimedia art shows a complex nature as it is time- and process-based, interconnected with technology, derived by the participation of several authors (artists, technicians, performers, to name a few) and an audience, and it is strongly tied to the moment and space of the original exhibition. These characteristics make the preservation of these artworks a multifaceted process. Building on the foundations developed since the 2000s by international projects focused on preserving and restoring these new art forms, the paper proposes an original model for achieving dynamic preservation, called “the multilevel preservation model”. Since it is no longer possible to guarantee physical integrity for interactive multimedia artworks, dynamic preservation involves recording all the changes that occur to display the artworks in the future. In other words, it makes it possible to record the dynamic authenticity of artworks. The model proposes two fundamental properties: multiple layering, which allows to handle different levels of information about the artwork; multiple belongingness, which allows to represent the dynamic authenticity of the artwork at the archival level and achieving dynamic preservation.

The paper demonstrates the high-level implementation of the model by presenting a case study: the reactivation and preservation of an analog video art performance from the 1970s. This case study proposes an interesting real scenario for testing the model, as the reactivation process involved the migration of the entire analog technological apparatus of the artwork into the digital domain.

交互式多媒体艺术具有复杂性,因为它以时间和过程为基础,与技术相互关联,由多 位作者(艺术家、技术人员、表演者等)和观众共同参与,并与原展览的时间和空间紧密 相关。这些特点使这些艺术品的保存成为一个多方面的过程。自 2000 年代以来,一些国际项目致力于保护和恢复这些新的艺术形式,在此基础 上,本文提出了一种实现动态保护的独创模式,即 "多层次保护模式"。由于不再可能保证交互式多媒体艺术品的物理完整性,动态保存包括记录发生的所有变化,以便在未来展示艺术品。换句话说,它使记录艺术品的动态真实性成为可能。该模型提出了两个基本特性:多层次性,可以处理艺术品不同层次的信息;多归属性,可以在存档层面表现艺术品的动态真实性,实现动态保存。论文通过一个案例研究展示了该模型的高层次实现:重新激活和保存 20 世纪 70 年代的模拟视频艺术表演。该案例研究为测试模型提供了一个有趣的真实场景,因为重新激活过程涉及将艺术品的整个模拟技术设备迁移到数字领域。
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引用次数: 0
Social Media Analytics of User Evaluation for Innovative Digital Cultural and Creative Products: Experiences Regarding Dunhuang Cultural Heritage 通过社交媒体分析用户对创新数字文化创意产品的评价:敦煌文化遗产的经验
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-25 DOI: 10.1145/3653307
Ziyan Ai, Dickson K W Chiu, Kevin K W Ho

Social media platforms play an increasingly important role in cultural communication as society develops, attracting promotions and discussions about digital cultural and creative products (CACPs). This research investigates the cultural collaboration between Tencent and Dunhuang Research Academy (Dunhuang Academy) and analyzes user evaluation of integrating cultural heritage education into CACPs. We obtained data through Weibo and compared user evaluations and semantic social network analysis of digital CACPs, including interactive products, games, and music. Results indicated that users were more interested in landscapes, dubbing, and user-generated content (UGC) for interactive products, character versions, posters and skills for games, and singers and songs for concerts. Semantic social network analysis was also used to explore the Dunhuang CACP Circle. Scant studies evaluate the usefulness of integrating cultural heritage into different digital CACPs, especially in Asia. Our suggestions help promoters understand user needs for digital CACPs and better user experience and value.

随着社会的发展,社交媒体平台在文化传播中扮演着越来越重要的角色,吸引着人们对数字文化创意产品(CACP)的推广和讨论。本研究调查了腾讯与敦煌研究院(敦煌研究院)的文化合作,并分析了用户对文化遗产教育融入 CACP 的评价。我们通过微博获取数据,并比较了用户对互动产品、游戏和音乐等数字 CACP 的评价和语义社交网络分析。结果显示,用户对互动产品中的景观、配音和用户生成内容(UGC),游戏中的角色版本、海报和技能,以及音乐会中的歌手和歌曲更感兴趣。语义社交网络分析也被用于探索敦煌CACP圈。很少有研究评估将文化遗产整合到不同的数字 CACP 中是否有用,尤其是在亚洲。我们的建议有助于推广者了解用户对数字 CACP 的需求,更好地提升用户体验和价值。
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引用次数: 0
Enhancing Accessibility and Navigation of Heritage Collections Through Interactive Spatiotemporal Maps: Building and evaluating an online resource that displays more than 200,000 cultural heritage objects: Journal on Computing and Cultural Heritage : Vol 0, No ja 通过交互式时空地图提高遗产藏品的可访问性和导航性:建立并评估可展示 20 多万件文化遗产物品的在线资源:计算机与文化遗产期刊:第 0 卷,第 ja 期
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-20 DOI: 10.1145/3652521
Pablo Casanova-Salas, Javier Sevilla, Inmaculada Coma, Pedro Morillo, Mar Gaitán, Cristina Portalés

Visualizing data allows us to interactively explore and analyse datasets, which can be dynamic, noisy, and heterogeneous. In the field of cultural heritage, more and more museums and cultural institutions are exploiting modern visualisation systems to disseminate their content in an attractive, usable, and interactive way, which involves displaying data on spatiotemporal maps. The SeMap project has built an online resource that displays more than 200,000 cultural objects from the CER.ES repository, which was created by a network of more than 100 Spanish museums. In this repository, SeMap analyses the textual data to extract meaning, showing the results on interactive spatiotemporal maps, which bring new experiences and perspectives around such objects. This article explains the strategies to visualize such information, as well as an evaluation of the finalized tool by second-year university students on a Data Science graduate programme, as part of the subject of Data Visualization. Results show that most of the students find the tool usable although they do not fully understand the cultural-related content.

数据可视化使我们能够以交互方式探索和分析数据集,而这些数据集可能是动态的、嘈杂的和异构的。在文化遗产领域,越来越多的博物馆和文化机构正在利用现代可视化系统,以有吸引力、可用和互动的方式传播其内容,其中包括在时空地图上显示数据。SeMap 项目建立了一个在线资源库,展示来自 CER.ES 资源库的 20 多万件文物,该资源库由 100 多家西班牙博物馆组成。在该资源库中,SeMap 通过分析文本数据来提取意义,并将结果显示在交互式时空地图上,从而为这些文物带来新的体验和视角。本文介绍了将此类信息可视化的策略,以及数据科学研究生课程二年级大学生对最终工具的评估,这是数据可视化科目的一部分。结果表明,虽然大多数学生并不完全理解与文化相关的内容,但他们认为该工具是可用的。
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引用次数: 0
A 3D feature-based approach for mapping scaling effects on stone monuments 基于三维特征的石碑缩放效果绘图方法
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-13 DOI: 10.1145/3651988
Imanol Munoz-Pandiella, Xavier Pueyo, Carles Bosch

Weathering effects caused by physical, chemical, or biological processes result in visible damages that alter the appearance of stones’ surfaces. Consequently, weathered stone monuments can offer a distorted perception of the artworks to the point of making their interpretation misleading. Being able to detect and monitor decay is crucial for restorers and curators to perform important tasks such as identifying missing parts, assessing the preservation state, or evaluating curating strategies. Decay mapping, the process of identifying weathered zones of artworks, is essential for preservation and research projects. This is usually carried out by marking the affected parts of the monument on a 2D drawing or picture of it. One of the main problems of this methodology is that it is manual work based only on experts’ observations. This makes the process slow and often results in disparities between the mappings of the same monument made by different experts. In this paper, we focus on the weathering effect known as “scaling”, following the ICOMOS ISCS definition. We present a novel technique for detecting, segmenting, and classifying these effects on stone monuments. Our method is user-friendly, requiring minimal user input. By analyzing 3D reconstructed data considering geometry and appearance, the method identifies scaling features and segments weathered regions, classifying them by scaling subtype. It shows improvements over previous approaches and is well-received by experts, representing a significant step towards objective stone decay mapping.

由物理、化学或生物过程引起的风化效应会造成明显的损坏,改变石头表面的外观。因此,风化的石碑可能会扭曲人们对艺术品的感知,以至于对艺术品的解读产生误导。能够检测和监控腐朽对于修复人员和策展人执行重要任务(如识别缺失部分、评估保存状态或评估策展策略)至关重要。绘制衰变图是确定艺术品风化区域的过程,对于保护和研究项目至关重要。通常的做法是在二维图纸或图片上标出古迹受影响的部分。这种方法的一个主要问题是,它是一项仅凭专家观察的手工工作。这使得整个过程非常缓慢,而且往往会导致不同专家对同一古迹绘制的地图存在差异。在本文中,我们根据国际古迹遗址理事会 ISCS 的定义,重点关注被称为 "缩放 "的风化效应。我们提出了一种用于检测、分割和分类石碑上这些效应的新技术。我们的方法对用户非常友好,只需少量用户输入。通过分析三维重建数据(考虑几何形状和外观),该方法可识别缩放特征并分割风化区域,按缩放子类型对其进行分类。与之前的方法相比,我们的方法有了很大的改进,受到了专家们的一致好评,这标志着我们在绘制客观的石材风化图方面迈出了重要的一步。
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引用次数: 0
Exploring the Impact of an IoT-based Game on the Experience of Visitors at a Natural Science Museum 探索基于物联网的游戏对自然科学博物馆游客体验的影响
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-12 DOI: 10.1145/3652163
Fabrizio Balducci, Paolo Buono, Giuseppe Desolda, Rosa Lanzilotti, Antonio Piccinno, Maria Francesca Costabile

The use of Internet of Things (IoT) technology to improve access to cultural heritage sites and enhance visitor engagement has become increasingly popular. Nevertheless, there is a lack of studies evaluating the actual benefits of such technology on visitors’ experiences, which is crucial to improve the IoT adoption in this field. To address this issue, we present an exploratory study we performed to understand whether and how an IoT-based game affects the experience of museum visitors. The game is played after a traditional guided tour; it was created following a meta-design approach to enable domain experts, such as museum professional guides, to adapt the game to specific visitors and/or situations. The study involved a total of 18 participants who took a guided tour of the Museum of Natural Sciences of the University of Bari and played the game afterward. Both quantitative and qualitative data were collected. The study results show that playing the IoT-based game positively affects the experience of visitors and, in particular, their emotions. Visitor workload was also found to be greater than that of a guided tour, but this had no negative impact on visitor experience. The study findings have implications for the design and development of future IoT games to enhance engagement and to improve the experience of visitors at cultural heritage sites.

利用物联网(IoT)技术改善文化遗址的开放性并提高游客的参与度已变得越来越流行。然而,目前还缺乏对这种技术给游客体验带来的实际益处进行评估的研究,而这对于提高物联网在这一领域的应用至关重要。为了解决这个问题,我们开展了一项探索性研究,以了解基于物联网的游戏是否以及如何影响博物馆游客的体验。该游戏是在传统的导游讲解之后进行的;它是按照元设计方法制作的,目的是让博物馆专业导游等领域专家能够根据特定游客和/或情况调整游戏。共有 18 人参与了这项研究,他们在巴里大学自然科学博物馆参加了导游讲解,并在讲解结束后玩了游戏。研究收集了定量和定性数据。研究结果表明,玩物联网游戏对游客的体验,特别是对他们的情绪有积极影响。研究还发现,游客的工作量大于导游的工作量,但这对游客的体验没有负面影响。研究结果对未来物联网游戏的设计和开发具有启示意义,可提高游客的参与度,改善游客在文化遗址的体验。
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引用次数: 0
The Spatial Relationship between Cities and Mountains in Jiangnan Region in the Qing Dynasty Based on Historical Texts 基于历史文献的清代江南地区城市与山脉的空间关系
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-02 DOI: 10.1145/3648002
Zhixiang Fan, Tianrui Song, Xiaolan Tang

The Jiangnan region of China boasts a superior natural environment, and the combination of cities and mountains that form its historical landscape give it unique attributes. Local chronicles serve as an abundant source of information for visualizing this historic environment. This study aims to achieve two objectives: (1) to use digital humanities methods to process textual information in local chronicles, and (2) to visualize the historical relationships formed by the mountains and cities. In this study, we chose Suzhou, Zhenjiang, Jiaxing, Huzhou, and Songjiang in the Jiangnan region during the Qing Dynasty as our research sites. Through textual analysis and data visualization, we classified and reconstructed the historical spatial patterns of cities and mountains. As a result, our study provides a reproduction of the past spatial relationship between cities and mountains in the Jiangnan region during the Qing Dynasty. The research findings indicate that natural mountains play multiple roles in shaping the historical urban environment, particularly in terms of cultural images, notably the symbolic function they hold. The preservation of the urban natural environment, as seen through the vantage point of the historical landscape, is a critical component in contemporary urban development. The digital humanities methodologies utilized within this paper can be extended to other cultural heritage research, based on pre-existing local historical literature.

中国江南地区拥有优越的自然环境,城市与山川的结合形成了其历史景观,赋予了其独特的属性。地方志是可视化这一历史环境的丰富信息来源。本研究旨在实现两个目标:(1) 使用数字人文方法处理地方志中的文本信息;(2) 将山川与城市形成的历史关系可视化。在本研究中,我们选择了清代江南地区的苏州、镇江、嘉兴、湖州和松江作为研究地点。通过文本分析和数据可视化,我们对城市和山脉的历史空间格局进行了分类和重构。因此,我们的研究再现了清代江南地区城市与山脉之间的空间关系。研究结果表明,自然山体在塑造历史城市环境方面发挥着多重作用,特别是在文化形象方面,尤其是其所具有的象征功能。从历史景观的视角来看,保护城市自然环境是当代城市发展的重要组成部分。本文所采用的数字人文方法可以在已有的地方历史文献基础上扩展到其他文化遗产研究中。
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引用次数: 0
Artwork Recommendations based on User Preferences: Integrating Clustering Analysis with Visual Features 基于用户偏好的艺术品推荐:将聚类分析与视觉特征相结合
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-29 DOI: 10.1145/3649901
Eunhoo Kim, Junyeop Cha, Dahye Jeong, Eunil Park

Recently, recommendation systems have become one of the important elements for sales and marketing, and their application is almost essential in the shopping and cultural industries. Despite the increase in online exhibitions and the growing audience engaging with artworks in digital spaces, the utilization of artwork recommendation systems remains inadequate. Thus, this study proposes an artwork recommendation system, which provides artwork groups based on a visual clustering technique and user preferences with WikiArt datasets. The visual attributes of artworks were extracted using VGG16, and K-means clustering was utilized to group a set of images according to their feature similarities. To generate recommendations, new artworks were randomly selected from particular clusters, taking into account users’ preferences. Then, an experiment was conducted to investigate whether the recommended artworks satisfied the users. The statistical results indicate that users’ perceived satisfaction with the recommended artworks is notably more positive compared to their satisfaction with traditional suggested artworks. Based on this study’s findings, we present implications and limitations for future research.

近来,推荐系统已成为销售和营销的重要元素之一,在购物和文化产业中的应用几乎必不可少。尽管在线展览越来越多,越来越多的观众在数字空间中接触艺术品,但艺术品推荐系统的利用率仍然不足。因此,本研究提出了一种艺术品推荐系统,该系统基于视觉聚类技术和用户偏好,利用维基艺术数据集提供艺术品群组。该系统使用 VGG16 提取艺术品的视觉属性,并利用 K-means 聚类技术根据特征相似性对一组图像进行分组。在生成推荐时,考虑到用户的偏好,从特定聚类中随机选择新的艺术作品。然后,进行了一项实验,以调查所推荐的艺术品是否令用户满意。统计结果表明,用户对推荐艺术品的满意度明显高于对传统推荐艺术品的满意度。根据研究结果,我们提出了未来研究的意义和局限性。
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引用次数: 0
Machine and Deep Learning Implementations for Heritage Building Information Modelling: A Critical Review of Theoretical and Applied Research 遗产建筑信息建模的机器学习和深度学习实施:理论与应用研究评述
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-27 DOI: 10.1145/3649442
Aleksander Gil, Yusuf Arayici, Bimal Kumar, Richard Laing

Research domain and Problem: HBIM modelling from point cloud data has become a crucial research topic in the last decade since it is potentially considered the central data model paving the way for the digital heritage practice beyond digitization. Reality Capture technologies such as terrestrial laser scanning, drone-mounted LiDAR sensors and photogrammetry enable the reality capture with a sub-millimetre accurate point cloud file that can be used as a reference file for Heritage Building Information Modelling (HBIM). However, HBIM modelling from the point cloud data of heritage buildings is mainly manual, error-prone, and time-consuming. Furthermore, image processing techniques are insufficient for classification and segmenting of point cloud data to speed up and enhance the current workflow for HBIM modelling.

Due to the challenges and bottlenecks in the scan-to-HBIM process, which is commonly criticized as complex with its bespoke requirements, semantic segmentation of point clouds is gaining popularity in the literature.

Research Aim and Methodology: Therefore, this paper aims to provide a thorough critical review of Machine Learning and Deep Learning methods for point cloud segmentation, classification, and BIM geometry automation for cultural heritage case study applications.

Research findings: This paper files the challenges of HBIM practice and the opportunities for semantic point cloud segmentation found across academic literature in the last decade. Beyond definitions and basic occurrence statistics, this paper discusses the success rates and implementation challenges of machine and deep learning classification methods.

Research value and contribution: This paper provides a holistic review of point cloud segmentation and its potential for further development and application in the Cultural Heritage sector. The critical analysis provides insight into the current state-of-the-art methods and advises on their suitability for HBIM projects. The review has identified highly original threads of research, which hold the potential to significantly influence practice and further applied research.

HBIM, Point Cloud, Semantic Segmentation, Classification, Machine Learning, Deep Learning

研究领域和问题:从点云数据中建立 HBIM 模型在过去十年中已成为一个重要的研究课题,因为它有可能被视为中心数据模型,为数字化以外的数字遗产实践铺平道路。现实捕捉技术,如陆地激光扫描、无人机安装的激光雷达传感器和摄影测量,可实现现实捕捉和亚毫米级精度的点云文件,可用作遗产建筑信息模型(HBIM)的参考文件。然而,根据文物建筑的点云数据进行 HBIM 建模主要是手工操作,容易出错,而且耗时。此外,图像处理技术不足以对点云数据进行分类和分割,从而加快和改进当前的 HBIM 建模工作流程。由于从扫描到 HBIM 的过程中存在挑战和瓶颈,而这一过程通常被批评为具有定制要求的复杂过程,因此点云的语义分割在文献中越来越受欢迎:因此,本文旨在为文化遗产案例研究应用中的点云分割、分类和 BIM 几何自动化提供机器学习和深度学习方法的全面评论:本文介绍了 HBIM 实践所面临的挑战,以及过去十年学术文献中发现的语义点云分割的机遇。除了定义和基本的发生率统计,本文还讨论了机器和深度学习分类方法的成功率和实施挑战:本文全面回顾了点云分割及其在文化遗产领域进一步发展和应用的潜力。批判性分析深入剖析了当前最先进的方法,并就这些方法是否适合 HBIM 项目提出了建议。综述确定了极具原创性的研究线索,这些线索有可能对实践和进一步的应用研究产生重大影响。 HBIM、点云、语义分割、分类、机器学习、深度学习
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引用次数: 0
Perspective of Digital Humanities on Person Names in Chinese Pre-Qin Classic 中国先秦典籍中人名的数字人文视角
IF 2.4 3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-21 DOI: 10.1145/3647997
Liu Liu, Chufei Liu, Wenqi Li, Dongbo Wang, Shuiqing Huang

Knowledge annotation and mining from ancient Chinese classics have become a new trend in digital humanities research in China, and historical persons get the most attention. However, few studies have focused exclusively on person names, which is rather important for understanding Chinese traditional culture. This study focused on person names in Chinese Pre-Qin classics. We conducted a humanities computing study on Pre-Qin person name knowledge through an in-depth categorization and manual annotation of person name components. The results included the disambiguation of person names, a statistical distribution of famous persons, patterns in name components, and statistical analysis of name components. Furthermore, machine learning methods on the NER of person name knowledge were also examined, indicating the feasibility of future related research.

从中国古代经典中进行知识标注和挖掘已成为中国数字人文研究的新趋势,其中历史人物最受关注。然而,很少有研究专门关注对理解中国传统文化相当重要的人名。本研究主要关注中国先秦典籍中的人名。我们通过对人名作了深入的分类和人工标注,对先秦人名知识进行了人文计算研究。研究结果包括人名的消歧、名人的统计分布、姓名成分的模式以及姓名成分的统计分析。此外,还研究了人名知识的机器学习方法,为今后的相关研究提供了可行性。
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引用次数: 0
期刊
ACM Journal on Computing and Cultural Heritage
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