Preserving Cultural Heritage in SL

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    Preserving Spiritual & Cultural Heritage with Traditional Artists In Second Life 1

    DIGITALLY PRESERVING

    SPIRITUAL & CULTURAL HERITAGE

    WITH TRADITIONAL ARTISTS IN

    SECOND LIFE

    Tonietta A. Walters1,2 and Jennifer Saxton2

    The Arts Office Net Inc., [email protected],2Miami Dade College,twalters, [email protected]

    ABSTRACT:

    The deeply experiential nature of nondual or ethno-indigenous

    cultural and spiritual traditions may not easily convert to digital

    form, constraining epistemic goals of preservation. Virtual world

    technology, as a participatory tool that engages users, allows

    for an immersive experience and the virtual world of Second

    Life has emerged as a preferred tool for providing hands-on

    experiential learning. Moreover, the nature of preserving

    conceivably marginalized cultural information is predicated by

    attention to various aesthetic underpinnings of these milieus

    when designing associated virtual environments and the objects

    within them. The projects adopt a straightforward participatorymodel where traditional artists or object-makers within these

    cultures provide artistic material and collaboratively inform the

    design process and thus augment epistemic aims of digitization.

    This paper reports on the integrated praxis and theory across

    mailto:[email protected]:[email protected]:[email protected]:[email protected]
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    topics in the digital humanities; underpinning interdisciplinaryprojects that aim to digitally preserve nondual spiritual and

    ethno-indigenous culture in Second Life.

    1. INTRODUCTION

    In an era of trans-humanism and the impending singularity, it may

    be overlooked that the deeply experiential nature of nondual or

    ethno-indigenous spiritual traditions might not easily convert to

    digital form, constraining practical and epistemic goals of

    preservation. It becomes important to devise methods for the

    appropriate assimilation of technology to accommodate this

    potentially marginalized aesthetic milieu.

    This paper outlines the theoretical and practical aspects of various

    projects undertaken to either directly convey spiritual experience

    through the work of traditional artists or attempt to catalog and

    preserve spiritual and cultural heritage in the virtual world of

    Second Life. (Table 1)

    SECTION PROJECT TITLE

    2. 1. 1.FLOW IN THE ZONE: A GLOBAL PERSPECTIVE ON THE INNEREXPERIENCE OF THE TRADITIONAL ARTIST

    2. 3. 1.FLINDERS UNIVERSITY SOCIAL SCIENCES: PATHWAYS TO

    WELLBEING PARTICIPATORY SOFTWARE DEMO

    3. 1.CITY OF SUZANO EXHIBITION AT MIAMI DADE COLLEGEVIRTUAL MUSEUM IN SECOND LIFE

    Table 1: Project List.

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    2. BACKGROUND

    Artists, in general, have the capability of tapping into a form of

    nondual experience during some portions of the creative process

    and are intrinsically motivated to:

    1. express emotions and sensations that are akin to this typeof spiritual experience

    2. use the creative process is a self-directed ritualistic avenuethat repeatedly evokes this type of experience

    3. more clearly understand and express its aspects.Surely, there will be many people (artists included) who will have

    large issue with these statements. However, there it is. Intrinsic

    motivation does not necessarily coincide with conscious motivation

    nor preclude that those conscious motivations may have been

    confabulated in order to make the drive to create consistent with

    the secular world.

    2. 1. PRAXIS: THE SEER MODEL OF CREATIVITY

    The experience of the artist within portions of the creative

    process is closely related to mystical or nondual experience.

    When making an art object the most productive and successful

    moments are usually when the artist has been able to reach a

    certain point of efficiency The Zone or an experience of super-

    conscious flow. "The Zone" should be thought of as a place

    rather than a state. It encompasses more than an emotional orpsychological state and has a palpable presence. For example,

    there is a distinct feeling that happens upon returning home

    from a trip. Recognition of The Zone is the same as the fleeting

    thought when you finally sit in the car for the drive home from

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    the airport or turn the key in your front door. You have beenhome since the plane landed, but it doesn't register in this

    certain way until one of these moments. Home, or The Zone, is

    a place where a person functions optimally, because of

    familiarity or the sense of freedom within recognizable

    constraints. In other words, certain things are allowed to drop

    from conscious awareness, because an established pattern has

    been set.The feeling of being in The Zone can only seem to be

    described in opposites and in descriptions is analogous to a

    mystical, nondual experience. A true description of this type of

    awareness has eluded many this feeling of being at one with

    something larger.

    An art object is not only an expression of the individual artists

    experience; it becomes a psychological "capture" of the moment

    of expression including such glimpses of nonduality. By

    analyzing artwork both during the process and upon completion

    to learn about the underlying structure of the creative process,

    the artwork becomes an extended memory aid that is relied on

    to draw conclusions about the meaning of the experience of

    expression itself. It is important that this "memory" remain as

    accurate as possible and that chosen materials captured the

    experience and maintained the integrity of the moment while

    still conveying both the ephemeral and ethereal nature of amoment of experience or being.

    The SEER [Self Extension and Experience Realization] Model of

    Creativity is based on extensive creativity meta-research by

    Richard Tabor Greene, Professor of Knowledge and Creativity at

    Kwansei University in Japan. It is a synthesis of Self-Type 33:

    Extended Self-Development and Mind Type 41: Experience

    Realization Forms (Greene 2001). The SEER Model both

    identifies a personal methodology in the phenomenological

    investigation of inner experience and brackets highly subjective

    portions within the creative process and aesthetic experience of

    an artist such as The Zones super-conscious flow. A

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    description of the SEER Model of Creativity is outlined asfollows:

    1. The practicing artist should be at a level of practicethat:

    a. is both self-initiated and goal directed,

    b. includes set ideas or concepts to focus on for themaking of art.

    2. The artwork is approached:

    a. in a questioning manner that is of a personalnature

    b. with an awareness of attempting to answerinternal questions caused by an encounter with

    some aspect of Nondual experience.

    3. The artist is engaged in a continuing process ofinvestigating the source and meaning of the tangible

    objects produced including using them to objectively

    analyze moments of the creative process that are deeply

    subjective.

    Developing an expertise or facility with metacognition, as is

    needed for the SEER Model, is predetermined within the artmaking process itself.

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    2. 1. 1. FLOW IN THE ZONE: A GLOBAL PERSPECTIVEON THE INNER EXPERIENCE OF THE TRADITIONAL

    ARTIST

    Figure 1: Flow Exhibition.

    Flow a smooth uninterrupted movement or progress

    Zone a temporary state of heightened concentration that

    enables peak performance

    Flow in addition to the Merriam-Webster definition above is a

    widely referenced concept characterized as a mental state of

    operation in which the person is fully immersed in what he or

    she is doing, characterized by a feeling of energized focus, full

    involvement, and success in the process of the activity.

    (Csikszentmihalyi 1996)

    Art+Science France is a non-for-profit organization that aims to

    facilitate dialogue between artists, scientists and educators who

    are interested in the connections between art and cognitive

    science. The Flow exhibition series is a program of Art+Science

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    France that gives platform to art and artists using traditionalmedia in the investigation or simple expression of inner

    experience within the creative process.

    This exhibition in the series was realized at the Miami Dade

    Virtual College Second Life Island, Display Room One. Nine

    international contemporary fine artists contributed paintings,

    drawings and sculpture to the virtual exhibition:

    Pip Brant-USA

    Alete Burg-USA

    Alicia Falcone-Argentina

    Luisa Mesa-Cuba

    Jose Polet-Belgium

    Policarpo Ribeiro-Brazil

    Nathalie Sebregts-Netherlands

    Ricardo Triana-Colombia

    Tonietta Walters-Jamaica

    2. 2. THEORY: KANTIAN AESTHETICS

    An aspect of art as the medium for aesthetic experience is the

    encounter with an underlying essential truth. Within the artists

    aesthetic experience as part of the creative process there is

    more often than not the experience of super-conscious flow

    [See Section 2.1. for a description of The Zone].

    The common usage of the term aesthetic experience is

    generated from the activity of appreciation of an object. The

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    aesthetic experience of the viewer is extrinsic to the objectitself; therefore it is necessary to make a distinction between

    the viewers aesthetic experience and the artists experience.

    To come to an understanding of the intrinsic purpose of an art

    object one inevitably has to direct some questioning to the

    object-maker. In Kantian Aesthetics the problem is not how

    [art] is judged by a viewer, but how it is created. The solution

    revolves around two new concepts: the genius and aesthetic

    ideas. (Burnham 2005)

    Figure 2: Kantian Free Harmony as a Nondual State.

    Kant includes as a part of aesthetic experiencea mental state

    similar to cognition called the free harmony of the imagination

    and the understanding. And, an object that is able to occasion

    such a state of free harmony is said to exhibit purposiveness

    without purpose.(Rogerson 2008) The question becomes howthis natural purposiveness is to be explained. The only possible

    account is that the appearance of purposiveness in nature is

    conditioned by the supersensible realm underlying nature. But

    this means that beauty is a kind of revelation of the hidden

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    substrate of the world. (Burnham 2005) This translates to anencounter with the noumenal world through the aesthetic

    experience which is a quasi-cognitivefree harmonystate of

    perceptual ambiguity a glimpse of nonduality.

    What genius does, Kant says, is to provide soul or spirit to

    what would otherwise be uninspired. Genius inspires art

    works gives them spirit and does so by linking the work of

    art to what Kant will call aesthetic ideas ... which [are] apresentation of the imagination to which no thought is

    adequate. (Burnham 2005) These nondual experiences are

    indescribable using common language or, more accurately,

    understanding cannot be reached through language alone. A

    similar or familiar experience has to be evoked in the viewer.

    Art objects themselves, by bringing into being an overwhelming

    experience in the viewer, inherently contribute to the idea of

    the artist as divine messenger or divinely inspired. This basic

    process of appreciation of the object, leading to a type of

    overwhelming experience is in keeping with the idea of the

    ineffable nature of both religious and aesthetic experience. In

    other words, the object created to express an experience

    beyond words leads to an experience or psychological state that

    is in itself indescribable.

    In the judgment of the beautiful, we had a [free]

    harmony between the imagination and the

    understanding, such that each furthered the extension

    of the other. a harmony which happens on the

    experiencing of a beautiful form that itself is the

    expression of something yet higher but that cannot in

    any other way be expressed. (The notion of expression

    is important: what Kant is describing is an aesthetic

    process, rather than a process of understanding

    something with concepts, and then communicating that

    understanding.) Inspired fine art is an expression of

    the state of mind which is generated by an aesthetic

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    idea. (Burnham 2005)

    Fine artists express this aesthetic idea and make it extensible

    through:

    1. repeatedly [and ritualistically] revisiting the experiencewithin the creative process in order to

    2. refine and develop a form of expertise in theexpression of the aesthetic idea, therefore

    3. eliciting [extending] this kind of experience to the artviewer.

    Adopting this nondual interpretation within Kantian aesthetics

    affords a definitive conceptual grounding for the SEER Model of

    Creative Practice [Section 2. 1.] as a process that aids in

    investigating and creatively expressing altered states of

    consciousness, specifically nondual experience.

    2. 3. SYNTHESIS: PARTICIPATORY MODEL

    The nature of preserving conceivably marginalized cultural

    information is predicated by attention to the artistic

    underpinnings when designing associated virtual environments

    and the objects within them. However, creativity seems to be

    an innate ability outside of description or effective analysis.

    Moreover, the creative process is a troubling enigma,

    notoriously difficult to pin down and understand, even for those

    who are recognized as creative individuals. In order to be

    mindful of the intricacies of the creative process and creative

    personality, these projects adopt a straightforward participatory

    model where traditional artists or object-makers work

    collaboratively with the virtual world designer.

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    The participating artist gives an oral or written presentation ofhis intentions and the artwork, including the

    ideas/processes/chosen imagery found in the work, a self-

    report of success or failure at correlating his intentions to his

    representations and possible changes or intended future

    directions. This collaborative process is an inter-subjective

    mirror of the steps that are involved in internal cognitive

    monitoring of the designer during the creative process and

    engenders a deeper understanding of the traditional artists

    intentions; to subsequently inform the digital reinterpretation of

    the artwork, the related environment and exhibition design.

    2. 3. 1. FLINDERS UNIVERSITY SOCIAL SCIENCES:

    PATHWAYS TO WELLBEING PARTICIPATORY SOFTWARE

    DEMO

    The Flinders University project is funded by an Australian Research

    Council Linkage Grant. It is a social inclusion project targeted to

    Aboriginal users of social service agencies.

    Figure 3: Pathways to Wellbeing Work Station.

    Project Team

    Co-researchers at Neporendi,

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    Jon Deakin - PhD Student, Governance & PublicManagement

    Dr Denise DeVries Researcher, informatics andengineering.

    Assoc Prof Janet McIntyre - Chief investigator, policy &management, critical systemic approach.

    Assoc Prof Doug Morgan - Chief investigator, cultural studiesand Aboriginality

    Kim ODonnell, mentor at CRCAH, Flinders University Prof Anne Roche - Chief investigator, public health Prof John Roddick - Chief investigator. Informatics and

    engineering

    Prof Tonietta Walters, Graphics and Second Life designer Bevin Wilson Mentor at Yunggorendi

    Project Description

    Demonstration of the Pathways to Wellbeing software involves

    two people sitting alongside each other while using the software

    on a computer screen in an art gallery setting located on the

    Flinders Island. The demonstration Second Life must be

    recorded and linked to the Pathways to Wellbeing website as

    per the slides.

    Each registrant must have an avatar in order to book a time to

    watch a real time demonstration. Registrants need to nominate

    if they wish to try out the software. Time will be allocated for

    people to try out the software after the demonstration.

    Registrants have the option of providing some artwork to post

    in the gallery of what wellbeing means to them.

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    3. SECOND LIFE AS DIGITAL HUMANITIES

    The choice of an installation or assemblage of objects is meant to

    emphasize a feeling of place. In creating a "space", the viewer is

    given an area to "approach". This will mirror the experience of

    creating; where the mental gaze is fixed on a goal and this goal

    space is something to work toward. This way, the viewer processesinformation from the reference point of their own experience -

    translating from a visceral or aesthetic response to intellectual

    understanding. In Second Life, where both 2-dimensonal and 3-

    dimensional artworks can be displayed as reinterpretations of real

    life creations, the concept of installation is exponentially extended

    by the possibility of informational augmentation. Substantiating

    speculative theory in aesthetics and philosophy of mind

    necessitates ensuring both reliability and efficiency in

    information processing, documentation and preservation

    including broadening the network of information from individual

    subjective experience to a global sampling of artists and

    cultures.

    Digital Humanities according to the National Endowment for the

    Humanities is an umbrella term for a number of different

    activities that surround technology and humanities scholarship

    where most of these digital humanities activities involve

    collections of cultural heritage materials, which are one of the

    primary objects of study for researchers across all humanities

    disciplines. (Bobley 2008) Current virtual world technology is

    an essential component for solving the problem of appropriate

    levels of interaction. While there is the issue that3D worlds

    are clearly not appropriate architectures for disseminating largeamount of information, as neither lectures nor expansive

    documents work well with new means of communication. These

    limitations ironically encouraged creative cooperation and

    interaction (Di Blas, Paolini and Hazan 2003)

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    Because of international availability, Second Life allows for amore diverse participation of artists using low-techtraditional

    media to contribute and collaborate as in the Flow Exhibition

    [Section 2. 1. 1.]. The viewerexperiences an immersive

    environment and a sense of spatial interactivity with the

    artworks as in a virtual reality game. Gaming as social

    undertaking also informs the usability of Second Life for more

    serious pursuits. The social nature of Second Life is a critical

    component of understanding what it is and how it can, and

    should, be used. (Urban et al 2007)

    The participatory model [Section 2.3] combines aspects of both

    gallery (the presenting of artists) and museum (the presenting

    of objects) processes for a more comprehensive gathering of

    information and cultural knowledge.The development of

    synchronous and social activities, such as lectures, collaborative

    builds, and accepting feedback from visitors, is a hallmark of SL

    museums. (Urban et al 2007) The layering of methods in

    creating a virtual environment for preservation enables the

    possibility of dialogue combining the methodology of library

    sciences and artistic expertise in experiences involving a deep

    subjectivity. This opens up additional possibilities for fruitful

    inter-subjective and/or experimental approaches.

    3. 1. CITY OF SUZANO EXHIBITIONAT MIAMI DADE

    COLLEGE VIRTUAL MUSEUM IN SECOND LIFE

    The Office of Cultural and Architectural Heritage for the City of

    Suzano in the Alto Tite Region of Sao Paolo, Brazil wants to

    preserve the cultural heritage of their diverse peoples - including

    large Japanese and Afro-Brazilian populations. They envision a

    project of digital preservation that includes a virtual reality

    component. The Arts Office Net, Inc. in the US and the artists of

    The Arts Office Brazil in Suzano will work with Miami Dade College

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    (MDC) to create a virtual world exhibition at the MDC VirtualMuseum in Second Life.

    Figure 4: Miami Dade College Virtual Museum.

    The MDC Virtual Museum will be housed in a building that

    combines aspects of real world brick and mortar spaces withphysically unrealizable design elements, thereby creating an

    environment that is at once familiar and fantastic. As a familiar

    space, the museum will allow visitors to engage inritual(Duncan

    1995) not in the religious sense, but in terms of behaviors

    traditionally associated with cultural institutions, i.e. quiet

    contemplation and academic inquiry. As an imaginative space, the

    museum will provide an environment uniquely conducive to creative

    pursuits, and in which direct interaction between visitor and object

    is encouraged and facilitated. This type of engagement is one of

    three visit-rituals that define museum ecology (Bell 2002), the other

    two being liminality and sociality. The ability to socialize is a

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    fundamental component of virtual worlds. Second Life is very mucha social network, in which residents have the freedom to

    represent themselves exactly as they wish in terms of physical

    appearance, and where interaction with strangers is not only

    common and acceptable, but is often the expected behavior.

    3. 1. 1. EDUCATIONAL OPPORTUNITIES

    The MDC Virtual Museum will provide unique educational

    opportunities for students and researchers. Faculty from a variety

    of disciplines may be inspired to design exhibition-based curriculum

    that incorporates one or more of the Colleges General Education

    Learning Outcomes, a set of ten learning goals that emphasize the

    lifelong skills needed to be successful in work and life and to

    participate in our society as a global citizen. The museum will

    serve as an additional course writing assignment for the Philosophy

    of Religion and Philosophy of Art sections of an Introduction to

    Philosophy course. A portion of the museum project also includes a

    student gallery to offer the students from the MDC Computer Arts &

    Animation program the opportunity for hands-on extra-credit

    assignments of creating additional art objects and spiritual rituals

    within the virtual museum setting including interactive reference

    material. Specific learning outcomes that apply to the City ofSuzano exhibition include:

    1. Exhibition Designa. Within the 3D virtual environment, design students

    learn to visually & spatially organizing objects for

    maximum interactivity.

    b. The humanities course will be enriched by theoptimal visually and spatially designed immersive

    environment.

    2. Digital Cataloguing

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    a.

    Design students learn the process of embeddingreference material within the virtual objects and to

    create graphic interactive displays.

    b. Humanities students will benefit from having thecombination of visual and textual reference.

    3. Cross Cultural Sensitivitya. Design students create objects and environments to

    represent a specific culture.

    b. Humanities students will be exposed to immersiverepresentations of other cultures.

    3. 1. 2. INTERPRETIVE/REFERENCE MATERIALS

    Interpretive materials that typically accompany museum objects can

    be delivered to the virtual visitor in a variety of ways, incorporating

    interactive access to a variety of information resources.

    Figure 5: Artist Information Board.

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    These materials, embedded in or near the images and objects, mayinclude:

    1. Documentary and multimedia artistic video of specificcultural and/or spiritual rituals.

    2. Commentary/analysis of the artwork by course instructorsor other authoritative voices.

    3. Documentary video of the artist at work.4. Primary source material, such as artist narratives or

    interviews from the participatory collaboration process.

    5. An image gallery of additional real world works by the artist,and/or similar works by other artists, possibly representing

    other cultures, time periods, etc.

    6. Questions for visitors to consider when viewing individualworks or the exhibition as a whole.

    7. Hyperlinks to related locations within Second Life to whichvisitors may teleport.

    8. Hyperlinked bibliography or virtual reference shelf providingpoint-of-need access to relevant library holdings available inelectronic format.

    9. Point-of-need access (via embedded widget) to Ask-a-Librarian, a joint project of the Tampa Bay Library

    Consortium and Floridas College Center for Library

    Automation, which provides virtual reference assistance via

    live chat or email.

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    Figure 6: Notecard giver.

    The listed interpretative and reference materials, including topical

    menus with pre-recorded responses from which the visitor may

    interactively select, would be delivered through various applications

    and options:

    1. Text-based note-card2. HUD (Heads-up Display) attachments3. Greeting Bot (human like automated information kiosks)4. Looping slideshow display, or other multi-media5. Future possibilities include the incorporation of augmented

    reality mobile technologies such as QR codes, which are

    barcodes that can be scanned by camera phones and

    smartphones, allowing a visitor to collect information about

    the object with a hand-held device.

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    The virtual visitor is afforded the opportunity to interact with objectsin a manner only possible within a virtual environment including the

    ability to rotate a three-dimensional work, to immerse oneself in a

    work with Second Lifes mouseview feature, or to participate in a

    spontaneous or scheduled real-time discussion with other museum

    visitors in different parts of the world.

    The attention to theoretical and practical groundwork of preserving

    spiritual and cultural heritage as outlined throughout provides anintegrated methodology for virtual world assimilations of real world

    concepts; therefore the virtual visitor has the ability to manipulate

    these resources to meet personal preferences to information

    processing, thus bolstering comprehensive epistemic objectives.

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    REFERENCES:Bell (2002) Making sense of museums: The museum as cultural ecology.

    Intel Corporation 1999-2002.

    Bobley (2008) Why the Digital Humanities? Presentation to the National

    Council on Humanities, National Endowment for the Humanities, July 24.

    Burnham (2005) Kants Aesthetics, Internet Encyclopedia of Philosophy,June 30.

    Csikszentmihalyi (1996) Creativity: Flow and the Psychology of Discovery

    and Invention, HarperCollins Publishers, Inc. New York, NY, USA.

    Duncan (1995) Civilizing rituals: inside public art museums, Routledge, New

    York, NY, USA.

    Di Blas, Paolini and Hazan (2003) The SEE Experience: Edutainment in 3DVirtual Worlds, Museums and the Web 2003, Charlotte, NC, USA, March 19-

    22.

    Greene (2001) A Model of 42 Models of Creativity, School of Policy Studies,

    Kwansei Gakuin University, Sanda, Japan.

    Rogerson (2008) The Problem of Free Harmony in Kant's Aesthetics, State

    University of New York Press, Albany, NY USA

    Urban et al. (2007) A Second Life for Your Museum: 3D Multi-User Virtual

    Environments and Museums, in J. Trant and D. Bearman (eds.). Museums

    and the Web 2007, San Francisco, CA, USA, April 11-14.