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Notes to accompany presentation given at CAA2013 Community Archaeology session. May 2013. Presentation here: http://www.slideshare.net/nicoleebeale/nicole-beale-caa2013presentation Conference session blog: http://caacommunityarchaeology2013.wordpress.com/about/
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Canadian Archaeology Association AGM Presentation, 18th May 2013, Whistler Nicole ‘likes’ Archaeology. Evaluating the potential of social media for community archaeology
- Nicole Beale, University of Southampton
THIS IS A DRAFT PRESENTATION. UN-PUBLISHED. PLEASE DO NOT REFERENCE THESE NOTES.
Abstract This paper will give an overview of research into the potential for using social media platforms and tools
to extend the reach of community archaeology. Social media has had an exponential uptake by internet
users, and its use is increasing at a high rate. The typical social media user is aged between 18-29, and
this demographic, although there are few reliable statistics about participation in archaeology, is that
which is considered to be most challenging to engage in archaeology. There is a challenge for
community-oriented archaeology, to identify ways to present scientific and therefore difficult to access
information. Although there are obvious gaps in access to the web, these are ever shrinking. Simon’s
recent publication, The Participatory Museum, (2010) describes the future for museum exhibition design
lies in co-creative community projects that can give voice to local community members and provide a
place for community dialogue. The same is true for archaeology. The web, and in particular social media
platforms and tools, can provide a mechanism for staging co-creative community-oriented archaeology.
I plan to discuss ways to ensure successful implementation of social media use that is aligned closely to
aims of the community-oriented archaeology and embedded in strategies for web adoption. There is an
opportunity to learn from participative media, to create opportunities for heritage creation by
communities rather than authorities, as discussed by Fairclough (2011). This paper will introduce and
critically analyse a selection of case studies of community-oriented archaeology projects, implemented
by authorities, but engaged with by communities through social media.
Presentation Script The yellow highlighted portions of this script were not presented in Whistler due to time restrictions.
But I have included them here for your interest.
1. Good morning everyone, my name is Nicole, and as I am sure my accent is giving away, I am
here from the UK. The University of Southampton in fact; Where I am studying a PhD
looking at the potential use of the web for local authority museums with stored collections.
I’m going to be talking today about a very small part of my research, focussing on the
potential for social media for community archaeology. These slides and this presentation
are on my blog, the address of which I’ll put up at the end of the presentation.
2. This presentation is going to cover the following:
a. Brief intro to the differences between the internet and the web, and a quick
introduction to social media.
b. Followed by a discussion of one potential model for adoption within community
archaeology projects.
c. Next, some thoughts about the ways that the social web is challenging traditional
relationships in archaeology.
d. Then I’ll end with a consideration of crowdsourcing. What it is, and how it works, with a
few examples of crowdsourcing use for heritage, framed by that model for adoption.
3. I’m focussing this talk on the potential of social media for community archaeology, but I’m
actually beginning with a visualisation of the internet. I’m starting with the internet, because,
like all archaeologists, I’m interested in people. In how we’ve changed, and how we’re the
same. And I believe that exploring what the internet means to us, could help us to think
about other things happening away from the internet. I’m going to be talking about the idea
of the web as a social machine, and I think there’s potential there that archaeology could
harness.
So we’re starting with the internet.
This is a network diagram of the internet. It’s a snapshot of part of the internet from 2005,
and shows the connections between servers, or computers. You can see from the lines
joining other lines that the internet is made up of lots of networks. It is in fact a big network
of networks. Just like us.
Produced as part of the OPTE project, this mass of lines shows the relationships between
nodes (servers). The edges are differently coloured based on the domain names of the
different sites. These are class C networks, there are a few different classes, but essentially,
this is a part of the internet, represented through its networks.
4. And then we have the web. The web is one way that we interact with the internet. Other
ways are email. Or apps. If you are using apps on your iPhone, you are not accessing the
same content that you would do if you looked for that particular information using the web.
Apps are actually a pretty locked down, limiting experience of the information that is
available on the internet.
The web is also a huge network of networks, and can be represented in exactly the same
way.
When we look at the web, it looks similar to the internet. It is a mass of interconnected hubs.
This image shows the blogosphere, it’s a snapshot from 2007. The interesting thing about
thinking about the internet and the web as a network, is that we can see the shape of it, and
we can then begin to look at how it is changing. Barabasi published work in 1999 that
described the web as a scale-free network (Barabasi, 1999).
So if we zoom in …
5. Some of these nodes (in the case of the web; these are websites) are connected to lots of
other websites, and some are little islands, all by themselves. There are very big important
nodes, and then ones that do not really connect to anything else.
Experts are interested in this kind of way of visualising the internet and the web as it can
help to predict future problems. For instance, a highly connected node (or website) is very
important for the web to continue working.
Just as a highly connected network is important to keep the internet accessible to people. If
one node is taken away, and these visualisations can model this, what will happen to the
other nodes. Do they become totally isolated and therefore inaccessible to everyone? These
kinds of network analyses are being used to research into protecting the internet from
terrorist attacks or government shutdown.
So this is touching on the major theme of the reason why I have started a presentation
about community archaeology and social media with a slide of the internet. The internet
and the web is actually not a homogenous resource that we can all get to. Everyone
experiences a different internet and everyone experiences a different web.
Our web experience is actually incredibly local. This huge network of networks actually
works just like the real world. Except that there are opportunities here that have not been
easy to implement in the real world, that the social web could support. And this is what I
want to discuss today.
Today I am going to be focussing on one small aspect of one small part of one particular way
to use the web. I am going to look at the potential for community archaeology to use
crowdsourcing, which is a type of social media. I’m going to talk about crowdsourcing in a
moment. It’s a buzzword that we hear a lot now in the media, but it’s actually a really great
way of thinking about the potential of the web for community archaeology.
6. So, we’ve looked at the internet, and then at the web, and now we’re going to drill down
even further to social media. Of all the people who use the internet, 67% of those users, are
using social media (Duggan & Brenner, 2012). So it makes up a huge part of our web
experience. You probably recognise some, if not all, of these logos. This is the social media
that we think of. Things like Facebook, Twitter, Flickr and Wikipedia. But there is much more
to social media than just media sharing and social platforms.
7. This is a diagram showing the different types of social media (or the social web) that exist.
There are the expected forms, such as file sharing, platforms for talking to one another and
sharing things, and blogging, sharing written text in a time bound diary fashion through a
web log. But there are also lots of other forms of social media. Social media is a bit of a
misleading title. Not all of social media is actually social. For example, studies have found
that many bloggers don’t blog for others, but for themselves. So social media is actually
‘interactive’ rather than ‘social’ in many instances (Ruiz de Querol et al., 2011).
Writing reviews of restaurants for TripAdvisor is social media, using a bookmarking system
like Reddit that finds content for you and lets you push it out again is also a form of social
media, I’d argue that participating in virtual worlds, like massive online gaming
environments is very firmly within the social media camp.
So how is this all relevant to archaeology?
Well, in the cultural heritage sector, for the past few years, there have been some great
things happening around the development of ideas about community involvement in
museums. One of the key things that has come out in the last 7 years or so, is the notion of
the public participation model of the museum. This is something that my PhD research
focusses on.
I am interested in better understanding this phenomenon. What came first, the idea of
social media and participation online, or the new forms of participation that we are seeing
in the real world, that often have a social media component to support what is happening?
Such as the Occupy movement. There isn’t time to cover this this morning, but this is what I
am looking at exploring for part of my dissertation. The networks between people that the
web is made up of, and these many webs within the internet can result in social capital
(Coleman, 1998).
8. There are also lots of different ways to participate with archaeology. And I’m going to just
talk very briefly about the idea of co-participation. Nina Simon’s model, from her excellent
book the Participatory Museum, looks at the use of this kind of model for exhibitions design
(Simon, 2010). But I’d like to consider this from the perspective of community archaeology
this morning. So, in Simon’s example, there are four manifestations of the co-participative
model. The first is an institutionally controlled process. We all know about those! Story-
sharing facilities, opportunities for contributory activities, are provided but access to
information and also knowledge is controlled by the organisation.
For many of us here today, that is the university or the provincial department or the
commercial body we work for.
The second manifestation is collaborative projects. We’ve been hearing that word a lot over
the past few days. Particularly during Thursday’s plenary. In Simon’s version, visitors to the
museum are invited to serve as active partners, but the projects are institutional, originating
and ultimately controlled by that institution. In the third version, co-creative projects allow
community members and organisation members to work together from the outset to define
project goals, based on community interests.
This is pretty difficult to pull off in the real world, but I’d like to think in a moment about
how social media could perhaps contribute. And finally, there are hosted projects, where
the institution turns over a portion of its resources to present projects developed by public
groups, or even casual visitors. In Simon’s book about museum exhibitions, this is space in
the museum, or tools. Within community archaeology, this could be expertise or access to
data or knowledge. Handing over an empty room for exhibition design is very different to
handing over a bunch of GIS data, or giving someone a spectrometer to use, I’m not
suggesting that! But access to expertise could be a part of this model.
The thing with the idea of the public participation model, is that it looks very similar to social
media, and how this is made up. Social media could possibly be a tool that could support the
ideas of the participation model. It’s not the answer totally, and lots of other things need to
be in place for participation to occur, but what I’d like to think about here is whether social
media could be a supporting feature.
9. So, after all that, we go back to the different social media forms.
10. And we pick crowdsourcing.
11. Crowdsourcing is a manifestation of this network of networks of people that I was talking
about earlier in the presentation. It’s a way to use the power of the crowd to get work done.
For archaeology there’s real potential here. But for community archaeology, I believe that
there’s something there too. Crowdsourcing is human computation. Humans doing
something that computers cannot do. This might be because the task is conceptually too
hard for a computer to deal with, or it might be because it needs a human eye to recognise
a particular detail that a computer would not understand and would miss.
Computation is improving exponentially, but they still can’t do everything. In fact in the
grand scheme of things, they can do very little.
Crowdsourcing can be institutionally led, but more importantly for community archaeology,
it can be grassroots-led. Bottom-up. It harnesses the latent energy of the networks of
people using the internet in its many forms, including apps and the web. And it’s being used
by heritage. We can use it more, I think, but I think in order to do this, we need to
understand better what it actually is. And that’s what much of this talk has been about:
Thinking about the actual nature of the web and what it means for society.
12. This is an example of crowdsourcing. The Victoria and Albert Museum in the UK has a huge
database with an online component that you can search. They have 120,000 objects with
accompanying images. From each image, their system automatically creates five thumbnail
options. Then humans use their sense of composition and notions of usefulness to select
(and crop) the best option. As you can see from the bar along the top, they’re over halfway
there. This is a simple implementation. No real skills are required. The V&A needs people to
do something that a computer cannot do. This has immediate obvious potential for
archaeology projects.
13. The National Geographic have realised this in an archaeological setting and are using human
computation to do desk-based preliminary research into sites identification. Here you can
see users select from five options and move flags to locations on aerial photographs.
Computers couldn’t do this task. But anyone, anywhere with reasonable eyesight and a
mouse can contribute to this mammoth task of mapping sites in Mongolia. The skills
required are a little more complex than the V&A Search the Collections task, as a certain
amount of identification is required, but the task is simple and repetitive.
14. And this is the Transcribe Bentham project, where users trawl through scanned documents
from the Bentham collection, transcribing English and Latin notes for interpretation. This is
an interesting example as the skill level is a little higher than the Mongolian Expedition
requirements. But still within the grasp of most unskilled armchair web users.
15. Next we have the Old Weather Project. The National Maritime Museum worked with
Zooniverse team to create a crowdsourcing ‘game’ like experience to get old ships logbooks
transcribed. The project is completed, with huge amounts of data being processed. But here
is the interesting thing.
16. This is an image of the user participation from the Old Weather project. The boxes represent
users, and the larger the box, the more inputs a user made to the project. The work involved
looking at a log book record page and reading various pieces of information, including Lat-
Long info and weather descriptions. A higher level of interpretation was required as not all
entries were standardised. These few super users on the left hand side of this image must
have been logbook reading experts when they reached the end of this project. The game
component of the crowdsourcing gave participants recognition badges, based on their
numbers of entries completed, rising incrementally through the ranks of a ship’s crew,
ending in Captain. Thinking about the current situation of archaeological qualifications,
couldn’t a system like this skill-up amateur archaeologists with research skills. These super
user guys have more documentation analysis skills than many of our first year
undergraduate archaeology students, but none of the officially recognised qualifications.
Isn’t that a familiar story?
17. And skills and expertise brings me neatly onto my next point. Relating to social media.
Another thing that is happening, that many have attributed to the social web, but again that
I think should lead to a chicken-and-egg debate, is the shifting of traditional roles and
relationships. I’ve attempted to represent a simplified version of a portion of this shift. Here
you have two axes. Experience and recognition, and along these lines, we see that there is
no longer a nice neat box for the expert and a nice neat box for the amateur.
This has happened many times before. In the UK the example of the increase in popularity in
the 1970s of industrial archaeology, which was historical archaeology and not popular at all
within the academic world. The first serious studies were carried out in association with
adult learning classes through a university, and much of the first years of research were
carried out predominately by amateur enthusiasts. But over time, those amateurs became
the experts, and wrote books, and taught the subject at university, and the idea of industrial
archaeology became as established as other archaeological themes.
Not only is the line between amateur and expert blurring, the line between novice and
professional is becoming less clear (Shaefer, 2011; Lovink, 2011). And there are
permutations in-between. And social media is a proponent in this happening. People have
access to information. There is much talk about the web being the next shift in society
following on from the Gutenberg press, and the research does indeed seem to be
supporting this idea.
Just as access to King Johns Bible was empowering to people, the increasing levels of access
to the internet is providing opportunities for academic advancement and increases in
cultural awareness that is having a visible impact on the world around us.
Just a few weeks ago, one of our most TV-friendly philosophers, introduced on the BBC
radio the idea that the recently released figures of reduction in violent crime numbers,
despite the recession and increases in poverty and unemployment, could well be related to
social media and the web. Increased access to the internet means that we can see more
from our own homes. Facebook means that we are connected by other connections to
people that we might not necessarily have met in our local area, and so there are more
opportunities to gain understanding and tolerance of one another’s cultural and lifestyle
origins and choices. So the very nature of relationships is changing.
There’s lots of discussion about this at the moment with the sudden rise in popularity within
higher education of the idea of massive online open courses (Google MOOCs to find out
more) which make education free and easy to access. What does this mean for university
applications? What is ‘free’ really? Time and effort are still involved. Massive is a misnomer
as we’re all only able to maintain a certain size of network. There may be 10,000 people
registered onto Khan Academy’s Archaeology 101 course, but a student will only
communicate with 30 individuals. What’s different there from a university module?
The interesting thing about the internet, and the web, and social media, that I mentioned
earlier in my presentation. The web may be massive (over 1 trillion instances of content at
last count), but our experience is essentially local. Once we accept this idea, a consideration
of the potential of social media for community archaeology becomes a totally different thing.
Homophily is the idea that we all look for the same people online as we do offline
(McPherson et al., 2001). We all look and form relationships that are similar to relationships
that we have already had experience of. So if we represented web use on a map of the
world, wed’ see that relationships that are formed online mirror relationships that we have
in the real world. For example, in massive multiplayer online games, such as World of
Warcraft, where users can travel in fantasy worlds, and meet whoever they like, studies
have shown that the majority of players, play with people located within 50 miles of them
(Ahmed et al., 2011). They could have just gone to the pub!
But the web does remove one barrier. Geography. The space of the internet is virtual, we
can experience things away from our geographical location. Within reason. Were still
bounded by language. And by actual internet access.
Many countries have locked down, or filtered access to online content.
But still, those barriers are lessened with the online world. And this has a huge potential for
archaeology.
The social web allows potentially for the creation of new communities. It allows for the
creation of new tools and for new models of social intercourse. And this is useful for
community archaeology.
One of the major messages that came out of the plenary was that of communication.
Passing on the message. Telling people things. That’s what can contribute to the protection
of many of the archaeological sites that are being talked about at the CAA, and that’s what
can help to protect the history of the communities speaking here today. But social media
isn’t just a tool for projection. There are more opportunities that just broadcasting. And
that’s what I’d like to spend a few minutes talking about now. Thinking back to that
participatory model for engaging with community archaeology using the web. Social media
can support the different levels of engagement, and can support different types of
relationships.
Heritage is a result of interactions between people (Byrne, 2008). If we think about how
local heritage knowledge production (Graham et al., 2011) is not necessarily geographically
bounded, we can begin to think about lots of potential uses of social media for archaeology.
There is evidence of this elsewhere. Political activism has risen modestly, but steadily,
through the use of digital media. There are studies to support this (Bouilanne, 2009).
As this is the area of social media implementation most commonly researched. As is political
participation (particularly in the lead up to the Obama elections. Those sponsors want to
know what their money is paying for, and so lots of work has been done on translating
online trends to real world effects. Does saying you support a particular political notion on
Twitter, changing your profile picture with a politically themed badge for instance, actually
relate to a real world change in behaviours? Studies results have been varied. But what is
certain is that social media can lower transaction costs (Breuer & Farooq, 2012). ‘Liking’ a
community archaeology project’s Facebook page, is much less effort than turning up at a
summer excavation and holding your thumbs up to the guy counting visitors to the site for
the funding research council’s impact part of the project reporting form. But clicking ‘Like’ is
still an action, and still has meaning to it.
18. The United States Holocaust Memorial Museum illustrates to us how social media can be
used to crowdsource data, but in very different ways. One department within the museum
has implemented a few totally different crowdsourcing projects. I just want to spend a
moment looking at a couple of these as they illustrate beautifully the different potential for
working with communities and individuals for the creation of archaeological knowledge.
This first project is the Remember Me? project work. Over 1,000 photographs of lost
individuals, children displaced between 1933-1945, are put online and any available
information as to their identification provided alongside the image. In most cases this is
nothing. Then a simple frame is put into the webpage that brings a comments box from
Facebook. This links to a Facebook page, managed by one member of staff based at the
Museum. This method of letting people use a platform that they are already familiar with,
Facebook, to communicate any information about individuals in photographs, has helped to
identify many, many lost people. And the key to this is using something that is already
working for people, and research into internet use is at the heart of this. But this system is
time consuming.
19. Within the same department, a member of staff has set up a way for people to undertake
research into the re-identification of over 13,000 children from the Lodz Ghetto, using as a
basis an album, gifted to the Jewish Council for News Year’s Eve, 1940, in which each child
contributed a hand-drawn picture, with an accompanying name. Each record must be
meticulously researched, using records made available online by the museum, including
genealogy records, labour camp records, and ghetto data. Throughout the entire process,
the staff member checks up on the researcher, comments on their progress and offers tips.
At the end of the process, the user has learned something about researching using historical
records, and the museum has an augmented record. The first few gos take time, and staff
support is required, but after the initial training, users can crack on with assignments.
Crowdsourcing that gives back skills. The site is popular with lecturers delivering Jewish
history undergraduate courses, and many students get hooked and continue using the
system after their compulsory time has finished.
20. The third and final of this museum’s examples is an interesting blend of professional and
amateur. The museum has teamed up with Ancestry.com a subscription based service for
geneaology research. Users can access the museum’s records for labour camps, through the
Ancestry.com software, and make links between data about individuals through transcribing
documents. Combining a commercial model, with an academic/public institution is an
interesting way to ensure that silos of commonly separated data sets can be combined to
achieve amazing results.
21. Thinking about these examples, it is clear that there are definitely different types of
crowdsourcing, just as there are different types of community archaeology. And
crowdsourcing can manifest in the different forms of that participatory model that I was
talking about earlier on.
Crowdsourcing can be used for reconfiguration or creation, and this is what is great for
community archaeology. We’ve all heard examples of crowdsourcing initiatives that have
added to, or improved, data, but there are also ways to use it to create new information and
knowledge. That matches nicely to that participation model we were looking way back 10
minutes ago. And the opportunities for archaeology are varied also. This has been a few
thoughts, based on Oomen and Aroyo’s idea that crowdsourcing can help to curate, revise,
locate data. But can also be used to document personal life, or histories of communities,
and can also be used to augment knowledge (Oomen & Aroyo, 2011).
22. So in the last few minutes, here a couple more examples of crowdsourcing to end on. This is
crowdsourcing as a tool for contributing to overcoming real world problems. These are
nicely representative of the ideas I was talking about before, this shift in the social
landscape, the exciting movements between and around expert and amateur, and the
creation of knowledge that challenges the traditional dichotomies of organiser and
participant. This example shows how the collection of data can be crowdsourced by locally
based users. The Scotland’s Coastal Heritage at Risk project is an excellent example of using
local knowledge, or local expertise, to contribute to the protection of archaeology.
23. An associated free mobile phone app allows users to add detailed information about coastal
archaeological sites at risk of erosion. Dog walkers becoming archaeologists. Cleverly
designed forms collect archaeologically structured data from novices.
24. And anyone can set-up and manage crowdsourcing projects. Crowdcrafting is a recent Open
Knowledge Foundation open source package that can be downloaded free and used to any
end. This is an example of an implementation that is crowdsourcing urban park locations,
asking users to identify on a map of a random city any urban parks.
25. This installation takes a huge collection of photographs of lichen, and asks users to provide
characteristic and size information from that photo, contributing to research around climate
change.
26. This is the Your Paintings project. Only a couple of years old, this website is a portal into
images of paintings held in storage by organisations in the UK. This joint BBC and Public
Catalogue Initiative project digitised over 200,000 paintings are available to view, and the
project crowdsources various content from users across the world. The basic task is the
tagging of content. But there is a complexity to this project. Upon registration, your level of
knowledge of art history is recorded, and the tasks you are assigned can be completed at a
basic or advanced level. So that idea of there being more than just novices and professionals,
amateurs and experts is seen here in action. The information collected during the task
include tagging with subject matter, style, colour, location, theme and actual painting
content. There must be something here for community archaeology. Your Paintings takes
disparate collections, presents them centrally and then requires users from all over the
world to contribute data.
27. The DigVentures project, is the first fully crowdfunded archaeological project. Users pledge
amounts from £10 upwards, receiving rewards that increase in coolness incrementally as
money pledged rises. £10 gets you access to behind the scenes blog whilst the dig takes
place, £1000 and above gets you access to the entire dig, as a field school participant. The
dig’s funding, and some staff, have been entirely crowdsourced!
28. So I guess a final point to make in the last few seconds is that social media is a more
accessible form of the web than many other modes of internet access, and I think, and I
hope that I’ve fairly represented in these 18 (-ish!) minutes, that it offers a new way to think
about models of participation in community archaeology. The possibilities are really quite
exciting. Thank-you.
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