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PlayTheCityRE: a Visual Storytelling System That Transforms Recorded Film Memories Into Visual History Nicola Dusi, Ilaria Ferretti and Marco Furini Department of Communication and Economics University of Modena and Reggio Emilia Reggio Emilia, Italy Email: {nicolamaria.dusi, ilaria.ferretti, marco.furini}@unimore.it Abstract—Within social media we find many stories that tell us the world that is around us. Unfortunately, we tend to forget what happened in the past and the young generations are losing a cultural heritage passed down for generations. In the attempt of preserving memories and of intercepting the attention of the new generations, in this paper we propose PlayTheCityRE, a location-based storytelling system that merges private film memories shot from 1940 to 1989 (e.g., 8mm, super8mm) with modern communication technologies to tell the story of our past while walking in city streets. The system is provided with a mobile application that allows people to explore an unusual city through the eyes of amateur film sequences (now historic) and to select different routes that will bring them in the same city places where they were filmed. By merging film memories with modern technologies, our system engages different audiences in specific ways and on multiple levels, allowing them to walk through history. Therefore, our storytelling system may help fostering historical consciousness within our society. Keywords-Digital visual storytelling; geolocation; historical personal memories; home movies; urban cinematic archeology. I. I NTRODUCTION Places are part of our history and if they could speak they would tell us many stories that could be used to better know others and to tie us to memories and places. These stories are very important for the human being because they bring together people and create lasting memories [1]. Indeed, in the past, people used to gather to tell stories. Today, we are living a different scenario, where human relations pass through social media. People publish and share stories composed of text, images and video and this allows us to know almost everything that surrounds us. Unfortunately, we tend to forget what happened in the past and the younger generations are losing a cultural heritage passed down for generations. However, instead of blaming social media, we can try to exploit the wonderful features they have: for instance, they could be used to connect people to places and places to history; they are in everyone’s pocket; they allow us to talk; they can talk to objects; they can access to unlimited video archives; they can be used to disseminate any type of information. These features can turn them into an appealing alternative to non-visual text- based historical discourses [2] and into a tool to provide new dimensions of understanding and engagement of history [3]. Needless to say, a system able to merge history and modern communication technologies would be able to preserve the past by presenting it in the modern scenario. Different studies and projects aim at merging history with modern communication technologies. For instance, Procyk and Neustaedter [4] propose a location-based game to sup- port the telling and sharing of stories to enhance knowledge of places among family members and close friends; some projects (e.g., Historypin 1 , OldNYC 2 , Streetmuseum 3 ) ge- olocate historical pictures and place them on a Google maps, allowing people to tour familiar streets to see how they appeared in the past. Pictures are definitely interesting to understand the past, but to further enhance the understanding of the past we must move towards movies. According to Jenkins [5], the combination of historical video and modern technologies will likely provide a trans- media storytelling system based on layering, diversification, and interconnectivity of media. This system would create a unified and coordinated entertainment experience where, ideally, each medium makes its own unique contribution to the unfolding of the story and thus it would deepen audience engagement by mapping history and by providing a different point of view [5]. One can think that a burden in the realization of this system is the availability of historical video, but it is not. Indeed, the production of personal video is not a novel phenomenon. What is really new is the technology that allows us to produce video contents in a simple and cheap way: people always loved to collect memories and many of them recorded film memories with 8mm or super8mm cameras. Furthermore, inside these film memories, we can find everyday moments (or the exception in daily life) within an urban space and, therefore, these films provide new and particular visions (e.g., geographical, historical, sociological, etc.) of the society. For example, we may think of a father who, for years, films his son playing in a yard on the 1 http://www.historypin.org 2 https://www.oldnyc.org/ 3 http://www.museumoflondon.org.uk/Resources/app/you-are-here- app/home.html

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Page 1: PlayTheCityRE: a Visual Storytelling System That ...cdm.unimo.it/home/dsscq/furini.marco/PID4280619.pdf · a cultural heritage passed down for generations. In the attempt of preserving

PlayTheCityRE: a Visual Storytelling System That TransformsRecorded Film Memories Into Visual History

Nicola Dusi, Ilaria Ferretti and Marco FuriniDepartment of Communication and Economics

University of Modena and Reggio EmiliaReggio Emilia, Italy

Email: {nicolamaria.dusi, ilaria.ferretti, marco.furini}@unimore.it

Abstract—Within social media we find many stories that tellus the world that is around us. Unfortunately, we tend to forgetwhat happened in the past and the young generations are losinga cultural heritage passed down for generations. In the attemptof preserving memories and of intercepting the attention of thenew generations, in this paper we propose PlayTheCityRE,a location-based storytelling system that merges private filmmemories shot from 1940 to 1989 (e.g., 8mm, super8mm) withmodern communication technologies to tell the story of our pastwhile walking in city streets. The system is provided with amobile application that allows people to explore an unusual citythrough the eyes of amateur film sequences (now historic) andto select different routes that will bring them in the same cityplaces where they were filmed. By merging film memories withmodern technologies, our system engages different audiencesin specific ways and on multiple levels, allowing them to walkthrough history. Therefore, our storytelling system may helpfostering historical consciousness within our society.

Keywords-Digital visual storytelling; geolocation; historicalpersonal memories; home movies; urban cinematic archeology.

I. INTRODUCTION

Places are part of our history and if they could speak theywould tell us many stories that could be used to better knowothers and to tie us to memories and places. These storiesare very important for the human being because they bringtogether people and create lasting memories [1]. Indeed, inthe past, people used to gather to tell stories.

Today, we are living a different scenario, where humanrelations pass through social media. People publish andshare stories composed of text, images and video and thisallows us to know almost everything that surrounds us.Unfortunately, we tend to forget what happened in the pastand the younger generations are losing a cultural heritagepassed down for generations. However, instead of blamingsocial media, we can try to exploit the wonderful featuresthey have: for instance, they could be used to connect peopleto places and places to history; they are in everyone’s pocket;they allow us to talk; they can talk to objects; they canaccess to unlimited video archives; they can be used todisseminate any type of information. These features canturn them into an appealing alternative to non-visual text-based historical discourses [2] and into a tool to provide new

dimensions of understanding and engagement of history [3].Needless to say, a system able to merge history and moderncommunication technologies would be able to preserve thepast by presenting it in the modern scenario.

Different studies and projects aim at merging history withmodern communication technologies. For instance, Procykand Neustaedter [4] propose a location-based game to sup-port the telling and sharing of stories to enhance knowledgeof places among family members and close friends; someprojects (e.g., Historypin1, OldNYC2, Streetmuseum3) ge-olocate historical pictures and place them on a Google maps,allowing people to tour familiar streets to see how theyappeared in the past. Pictures are definitely interesting tounderstand the past, but to further enhance the understandingof the past we must move towards movies.

According to Jenkins [5], the combination of historicalvideo and modern technologies will likely provide a trans-media storytelling system based on layering, diversification,and interconnectivity of media. This system would createa unified and coordinated entertainment experience where,ideally, each medium makes its own unique contribution tothe unfolding of the story and thus it would deepen audienceengagement by mapping history and by providing a differentpoint of view [5].

One can think that a burden in the realization of thissystem is the availability of historical video, but it is not.Indeed, the production of personal video is not a novelphenomenon. What is really new is the technology thatallows us to produce video contents in a simple and cheapway: people always loved to collect memories and manyof them recorded film memories with 8mm or super8mmcameras. Furthermore, inside these film memories, we canfind everyday moments (or the exception in daily life) withinan urban space and, therefore, these films provide new andparticular visions (e.g., geographical, historical, sociological,etc.) of the society. For example, we may think of a fatherwho, for years, films his son playing in a yard on the

1http://www.historypin.org2https://www.oldnyc.org/3http://www.museumoflondon.org.uk/Resources/app/you-are-here-

app/home.html

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outskirts of a certain town. Needless to say, the father isinterested in filming moments of the child’s life, but thefilm shows also the changes of the urban space around theirdaily lives. Indeed, these films are becoming the foundationsof the so-called, urban cinematic archeology [6].

Motivated by i) the need to preserve historical memories,ii) the importance of visual documentation, and iii) the needto intercept the attention of the new generations, we designPlayTheCityRE.

PlayTheCityRE is a location-based storytelling systemdesigned to provide an innovative form of understandingthe past through modern communication technologies. Inparticular, the goal is to create an appealing alternativeto written narrative-based historical discourses by usingrecorded film memories and by exploiting the incrediblepower of current communication technologies. We want togive new life to private film memories shot in 8mm orsuper8mm and we want to use these films to tell the storyof our past. Indeed, these home movies are an incrediblesource of information, as they represent different views ofthe same place (e.g., the city) and, thus, they represent ahuman geography made from the glance of filmmakers [7].

To provide an innovative form of understanding the past,we need to use modern communication technologies like thegeolocation ones (e.g., GPS, Wi-Fi triangulation) [8]. Manyservices use these technologies to facilitate the finding of agood restaurant, of nearby friends, or the reading of localnews and weather information [9], [10] and many peopleuse these technologies to produce geolocated contents [11].By attaching GPS coordinates to home movies, we can linkthem to current city places, we can place them on a map and,therefore, people can tour streets to see how these placeslooked like in the past. In this way, our system may engagedifferent audiences in specific ways and on multiple levels,allowing them to walk through history. For instance, theolder generations can relive their past, whereas the youngergenerations can try to understand how was the city at thetime of their parents or of their grandparents; historians canwatch a past period; urban planners can see how the cityhas evolved; sociologists can understand the way of life inthe different districts of the city.

To test our idea, we focused on the town of ReggioEmilia (171.000 ca. habitants), where there is a large archiveof home movies. The archive is the result of differentinitiatives undertaken in recent years by various institutions(Universities, Private Foundations, etc.), which put togethera special working group to enhance movies shot by privatecitizens. In particular, the archive is composed of more than500 hours of private films shot in different formats (9,5mm/ 16mm / 8mm / Super8) by more than 200 filmmakers.

We selected and edited these 500 hours of video materialto produce 120 clips with a time length that varies from30 to 60 seconds. Then, we attached GPS coordinates tothese clips and we designed and developed a multi platform

application that places these clips on a map.By using this application, people can explore an unusual

Reggio Emilia through the eyes of amateur film sequences(now historic) and can select different routes that will bringthem in the same places where they were filmed. In thisway, the application gives users some “backstories” of thatplace, re-mapping users’ “storyworld” while offering them adifferent perspective of that location. For instance, when inparticular place, people can see how this place looked likein the sixties or even in the WWII, how people lived thisplace in the past. People can experience a time-machine triparound the city, as they can walk through the city and watchhow places looked like in the past.

In essence, the developed system provides a transmediastory that may help fostering historical consciousness withinour society.

The paper is organized as follows. In Section II we presentstudies and proposal in the area of digital storytelling; inSection III we present details of our proposal; in Section IVwe show some characteristics of the developed application.A brief discussion on the effects that people may experiencewhile using the application is presented in Section V,whereas conclusions are drawn in Section VI.

II. RELATED WORK

Different researches focused on digital storytelling and,in the following, we briefly outline the most recent studies.

Shen et al. [12] focused on visual storytelling and pre-sented a video editing system to help authors in the processof scene composition in order to tell a story. Indeed, theuser retrieves prerecorded videos by typing free-text storiesand, by interacting with the system, he/she composes thetemporal ordering of shots, sequences, and scenes. Adabalaet al. [13] proposed a framework to enable the integration ofdifferent representations of heritage elements into a holisticentity with the goal of producing a compelling and engagingnarration. Bentely et al. [1] proposed a system that enablesfamily members to create and collect geolocated videomessages: parents record and locate a video message andtheir children can track down and view the video in thelocation it is associated with. The idea is to connect olderadults to their children through the sharing of location-based video stories. Procyk and Neustaedter [14] designeda location-based game to support storytelling and to sharepersonal experiences through physical locations with theidea of supporting users in recording and sharing place-basedmemories; in another work [4] they proposed a location-based game designed to support the telling and sharingof stories in order to enhance knowledge of places amongfamily members and close friends. Klaebe et al. [15] focusedon the residential urban development and investigated therole of locally produced and locally relevant contents inthe establishment of meaningful social network of urbanresidents.

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III. PROPOSAL

PlayTheCityRE is a storytelling system designed to createan enjoyable alternative to written narrative-based historicaldiscourses. The system aims at providing an alternative formof understanding the past and is based on recorded filmmemories shot by private citizens and on modern communi-cation technologies. Indeed, by using GPS technologies, wecan link these film memories to places so that users, usinga mobile device, can observe how the places looked like inthe past by simply walking around urban streets. In this way,the system tells part of the twentieth century story throughthe eyes of its own inhabitants.

We focus on the town of Reggio Emilia (the town of ourDepartment) because it has an archive of more than 500hours of digitalized home movies, recorded by more than200 citizens from 1940 to 1989. This archive is composedof film recorded in different formats (9,5mm / 16mm / 8mm/ Super8), whose contents vary from daily life to collectiverituals, from work to leisure. In general, the films show thecity changes through intimate and authentic memories ofthe last century, in a suspended atmosphere between dream,desire and reality.

To develop PlayTheCityRE, we follow four steps: i)clips selection and production, ii) geolocalization of theproduced clips, iii) design of the system architecture and,iv) the development of a mobile app (available for iOS andAndroid) and of a Web site.

By using PlayTheCityRE, people can walk through thestreets of Reggio Emilia and can use their mobile device towatch the “history” of the places they are living.

A. Clips selection and production

The goal of this phase is to select and/or produce infor-mative clips from the 500 hours of digitalized home movies.In particular, we required the clips to have two fundamentalcharacteristics: i) they should represent the town center ofReggio Emilia and its outskirts, and ii) they should have atime length suitable for the mobile scenario. Looking at thehome movies, we observed that the demarcation betweenthe town center, the countryside and the outskirts is ratherindefinite and changing over the years. In particular, wenoted that the perimeters of the town extended over the years(50s and 60s). With respect to the video length, according tothe Wistia4 analysis, we decided to set the maximum lengthat 60 seconds (for longer videos, we plan to use automaticsummarization techniques to short the videos [16], [17]).

In summary, the clips selection and production phaseproduced 120 clips shot in the town center of Reggio Emiliaand in its outskirts. The clips were filmed in a period thatgoes from 1940 to 1989 and have no audio.

4Does Video Length Matter? Available at: https://wistia.com/blog/does-length-matter-it-does-for-video-2k12-edition

Figure 1. Clip geolocalization: the localization of a clip with a girl ridinga bike allows to compare the town area in 1955 (left) and nowadays (right).

B. Clips geolocalization

The goal of the geolocation phase is to attach GPScoordinates to each video clip. To this aim, we asked forhelp to the filmmakers and/or to the protagonists of the clips.Thanks to their help, all the clips have been localized andcontextualized. This allows enjoying the town as it was once.For instance, by localizing the clip of a girl riding a bike(see, Figure 1), we can appreciate how this part of the townhas changed. Indeed, the building on the background wasthe city hospital, today replaced with a residential building.By localizing the home movies reported in Figure 4, peoplecan watch how everyday life was at the public park duringthe WWII and can compare past and present scenario.

C. System Overview

Figure 2 shows the storytelling system. The geolocalizedclips are located on a map using GPS coordinates and arestreamed to the users using a video sharing platform.

To make the history discovery more pleasant, we allowusers to browse for video contents in two different ways:preset or personal mode. The preset mode gives users thepossibility to follow specific paths or to deepen specificthemes (for example, people may follow predefined routesthat take them in specific streets and places). The personalmode gives users the complete freedom to choose what towatch (for example, people can watch specific video byselecting the pin on the city map).

D. Development of a mobile app

To allow a wider use of our system, we have madeavailable the storytelling system via mobile app and viabrowser. In particular, we have developed the app versionfor the two major mobile operating systems and we havedeveloped an HTML version to make the storytelling systemavailable through generic web browsers, as described in thefollowing Section.

IV. THE MULTI PLATFORM APPLICATION

The mobile application has to be intuitive, practical andlightweight, so it can be used on mobile devices in an easyway. To this aim, the developed app leans on two platforms:Youtube and Google Maps. In particular, to keep the applight and scalable, the clips are not embedded in the app,

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Figure 2. Overview of the designed storytelling system.

but they are streamed from YouTube; to be intuitive, theapp uses Google maps to show places where movies wereshot. One may think that these choices represent a burdensince it is necessary to have an Internet connection to usethe storytelling system. To this aim, it is worth mentioningthat the town of Reggio Emilia provides free Wi-Fi in allpublic spaces and, therefore, the requirement of the Internetconnection does not represent a burden for the usage of thesystem.

In the following, we don’t go into details of the imple-mentation because it is outside the scope of the paper, butwe focus on the possible browsing modes.

A. Storytelling through personal modes

Users can access to home movie clips by differentpersonal modes: maps, filmmaker names, places andproduction year.

• Maps. Users can access to the entire set of video clipsand can play them out by selecting the specific pinon the map. As shown in Figure 3, users can observewhere clips were shot and, by clicking on the pin, ascreen-shot preview with some basic information (e.g.,clip title, filmmaker name and production year) appears.By clicking on the screen-shot preview, the clip begins.For instance, Figure 4 shows how a clip is played.In addition to the clip, users are provided with someadditional information like: clip title, filmmaker name,production year, source type (e.g. 8mm, Super8, etc),location in the nearby, clip description.

Figure 3. Storytelling through personal modes. On the left we show the“map” mode, whereas on the right we show the clip preview that appearswhen a user clicks on a pin.

• Filmmaker names. The 120 clips have been shot by44 different filmmakers. Users can select the name ofthe filmmaker and the app shows in the map only theclips filmed by the selected filmmaker.

• Places. Users can select a specific place (e.g., a street,a square, a boulevard, etc.) among the 80 predefined.After the selection, the app shows in the map only theclips related to that particular place.

• Production Year. Users can select a specific year (e.g.,from 1940 to 1989) and the app shows in the map onlythe clips shot in that particular year.

B. Storytelling through preset modes

Users can access to home movie clips by two differentpreset modes: themes and routes.

• Themes. Home movies have peculiar stylistic featuresand themes that tend to repeat themselves. We haveidentified six themes that recur frequently in films shotby amateur filmmakers. Users can select these themesand, after the selection, the app shows in the map onlythe clips related to that particular theme. The six themesare:

– Family rituals (e.g., movies shot to record familyactivities);

– Everyday life (e.g., movies shot to record everydaylife and/or leisure time);

– Cityscapes (e.g., movies shot in various locationsin the city like parks, public gardens, squares,buildings, etc.);

– Public events (e.g., movies involving citizens inpublic events with various themes like politics,religion, work, folk festivals, etc.);

– Sports (e.g., movies concerning sport activities likefootball, cycling, running, parachuting, etc.);

– Educational activities (e.g., movies shot to recordeducational activities carried out in the city ofReggio Emilia).

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Figure 4. Playout examples: movie clips are coupled with additionalinformation like clip title, filmmaker name, production year, film sourcetype, locations in the nearby and clip description.

• Routes. We identified six different routes that users canselect to walk through the city and discover how theseroutes looked like in the past. Users can select the routeand the app shows on a map the clips belonging to thisroute. By clicking on the clip, the playout begins. Thesix routes are:

– Route #1 (The historical route). This route followsthe path suggested by many current and past travelguides. By following this path, users can visit someof the most characteristic and historical places ofthe city;

– Route #2 (Theater area and public gardens). Thisroute leads to the most visited places by ReggioEmilia citizens;

– Route #3 (The Via Emilia). This route crosses thecity from the southeast to the northwest. The ViaEmilia is an ancient Roman street and the city wasbuilt around this street;

– Route #4 (The boulevards). This route leads to theavenues that currently surround the historic areaof the city. Today, these avenues are very busyroads, rarely used by pedestrians, but once, theseavenues were the borders between the city and thecountryside, the perfect place for walking, playingand for doing outdoor activities;

– Route #5 (The Compagnoni district). This routeallows users to appreciate a particular district ofthe city, built in the late 50s by the Municipalityof Reggio Emilia. It was a neighborhood isolatedfrom the rest of the city and developed to hostlow-income families. As shown by the movies, theneighborhood soon begins to be experienced by theinhabitants and, with the enlargement of the city,it becomes an integral part of Reggio Emilia;

– Route #6 (The Rosta Nuova district). This route

Figure 5. Storytelling through preset modes: themes (left) and routes(right).

Figure 6. Storytelling through preset modes. On the left we can observean example of the “theme” mode (the “everyday life” theme), whereas onthe right we can observe an example of the “route” mode (the “Via Emilia”route).

allows users to appreciate a residential district ofthe city, built in the early 60s.

V. DISCUSSION

The usage of PlayTheCityRE allows people to enter ina participative world, open to hundreds of different lifemoments and of different people’s perspectives [5]. It is nota simple system for browsing home movies, but the con-nection to places (thanks to the usage of GPS technologies)transforms the simple network of streets into a network ofaffective relations, personal memories and social history. Oldand dusty moving images are brought back to life and bywatching them, people can access to a real fragment of lifeof other people from the past and, therefore, can access todifferent time and space cultural layers.

Thanks to the connection between home movies and cityplaces, the houses, the roads and the glimpses of the pastcome back to life. By re-contextualizing the home movies[18], the world that belonged to our parents and grandparents

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merges the current world to form a cultural semiosis world,where cultural memory overlaps and forgets, loses and findshimself with the result of producing culture [19].

PlayTheCityRE shows the social value of a project ofrestoration and storage of home movies and, at the sametime, it teaches us that memory and identity become part ofa universe of (iconic) signs in translation [19].

VI. CONCLUSIONS AND FUTURE WORKS

In this paper, we presented PlayTheCityRE, a location-based storytelling system that merges private film memoriesshot in 8mm or super8mm with modern communicationtechnologies to tell the story of our past. The motivationbehind our proposal was to preserve memories and to inter-cept the attention of the young generations. The developedapplication allows people to explore an unusual city throughthe eyes of amateur film sequences, it allows people to walkthrough history.

As future developments we are planning to improve thescalability of the system by allowing users to suggest routes,themes and places, to improve the social aspect by allowingusers to comment videos and filmmakers; to improve thesubmission of video material by allowing users to geolocateand tag these materials.

ACKNOWLEDGMENT

Authors wish to thank Home Movies - Archivio Nazionaledel Film di Famiglia, Relab/DCE Universiy of Modena andReggio Emilia, Agenzia di Informazione e Comunicazionedella Regione Emilia-Romagna, BraDypUS CommunicatingCultural Heritage and “Reggiani per Esempio” (Comune diReggio Emilia).

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