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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>GESTURAL INTERACTION AND NAVIGATION TECHNIQUES FOR VIRTUAL MUSEUM EXPERIENCES</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Fabio Marco Caputo</string-name>
          <email>fabiomarco.caputo@univr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Irina Mihaela Ciortan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Davide Corsi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marco De Stefani</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrea Giachetti</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Computer Science, University of Verona</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Virtual museums are one of the most interesting applications of Virtual Reality environment, but their success is strongly depending on the development of e ective interaction techniques allowing a natural and fast exploration of their contents. In this paper a series of interaction techniques in a full immersive Virtual Reality environment are presented. These techniques are speci cally designed to cover basic needs of a virtual museum experience such as navigating in the museum space and accessing meta-information associated to displayed items. Details of the implemented methods and preliminary results collected in user tests performed to compare di erent navigation choices are presented and discussed.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        The recent developments on Virtual Reality (VR) and
Augmented Reality (AR) technologies made them
accessible and usable for general purpose applications [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] ranging
from entertainment to professional tools for industrial
design or medical healthcare. Each eld identi es di erent
interactions tasks between users and system, and requires
speci cally designed techniques to obtain satisfactory
virtual experiences.
      </p>
      <p>
        In museum applications, virtuality tools, de ned as
combination of VR and AR, have been proved to be promising
for the presentation, as well as documentation, conservation
and preservation of cultural heritage (CH) items [
        <xref ref-type="bibr" rid="ref1 ref2 ref5">1, 2, 5</xref>
        ].
One of the main advantages of VR consists in the high
number of degrees of freedom for user interactivity [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
Di erent kinds of virtual museums require e ective core
      </p>
      <p>Copyright c 2016 for this paper by its authors. Copying permitted for
private and academic purposes.
techniques to create satisfactory interactive museum
experiences. The development of core mechanics for the expected
interactions in virtual museum and the design of e ective
solution for them is therefore mandatory to build successful
applications.</p>
      <p>In this paper we focus on two of these core mechanics that
are critical for many virtual museum applications:
information retrieval from items in the scene such as art pieces,
multimedia, etc. and navigation in the virtual museum
environment. For both the mechanics, we designed di erent
solutions based on mid-air gesture interaction and tested
them with users in simple demo environments to evaluate
their advantages and drawbacks. The goal of the study is to
derive guidelines and a wide range of solutions for an
optimized virtual museum experience. This paper is organized
as follows: In Section 2 the proposed techniques are
contextualized in the gesture-based interaction literature. In
Section 3 each of the techniques designed and implemented
is discussed. In Section 4 the experiments performed to
analyze and compare the techniques are is presented along with
the setup details. In Section 5 preliminary results and the
future work directions are discussed.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>RELATED WORK</title>
      <p>
        The integration of mixed reality technologies as an
improvement to the traditional museum experience has been
an ongoing phenomenon for the last years [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. This
phenomenon has also branched to examples of complete
virtualization of museums that can enhance user experience
through the higher freedom in interacting with the artefacts
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and can provide a series of bene ts for socio-educational
purposes [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        As shown in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], two example criteria for de ning a
taxonomy of virtual museums can be the content of the exhibition
(already existing structures or ex-novo reconstruction of the
items in a virtual environment) and the access method to
the museum. Based on the latter criterion, there are
webbased virtual museums, that can be remotely-accessed by
the users, such as ARCO [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] and virtual museums based
on VR displays, that can be implemented on-site
(interactive kiosks in the museums [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], in archaeologic or excavation
sites [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]) or simultaneously online and on-site [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
In [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], it is pointed out that the interactivity with the work
of art is an important pre-requisite of the multimedia
representations of CH items and that a stereoscopic view
contributes to the immersive experience and moreover to the
navigability of the environment [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. There is a tendency to
minimize the contribution of computers in their traditional
form, also known as disappearing computer technology [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ],
where mixed reality engages the user to a high extent, so
that the focus of the user is on the interaction with the
virtual objects, rather than the media or means of
visualization. In order to absorb the users as much as possible in the
virtual environment, there are several navigation paradigms
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and gesture-based navigation is presented as an e ective
strategy for user interaction [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] with stereoscopic
environments. The head-mounted display enables such interaction
and has been used for live exhibitions in real museums in a
hybrid physical-digital artefact setup [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In the following
sections, we approach the Oculus Rift and its advantages as
an appropriate gesture-based VR navigation technology for
virtual museums.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. INTERACTION TECHNIQUES 3.1</title>
    </sec>
    <sec id="sec-4">
      <title>Information Display</title>
      <p>One of the enhancements a virtual museum can bene t
from, compared to regular museums, is the easiness of
interaction with objects and ways to retrieve information and
multimedia content from them. A typical scenario is the
one in which the user has the choice to inspect di erent
objects in the scene. In a virtual museum a user can interact
directly with the objects, look at them from any point of
view or more in general have access to a di erent number
of options not often possible in real museums. A common
issue is however the object selection and the displaying of
information, whether they should be either directly linked
to the item, or a display of further possible actions to
perform on it. Displaying everything at once for each object is
unpractical for di erent reasons including, but not limited
to, visual cluttering, and it is better to allow the user to
select a speci c object and enable the display of linked
information through an interaction trigger. In this work four
solutions are presented for a speci c scenario with multiple
objects in the scene. Each of the presented solutions features
a gesture-based technique to select the wanted object and to
trigger the display of its related information. Their di
erent strengths and weak points will not only o er a di erent
range of solutions for more speci c tasks but also provide
good insights on viability based on the user performance
and other data collected in the test stage.</p>
      <p>Display Buttons: The user sees a button for each
object. By pressing one of the buttons, the associated object is
selected and becomes the focus of the view. On the right, all
the text information is displayed. The button is supposed
to give the best a ordance among the di erent methods as
it naturally suggests a trigger interaction, while also hiding
all the information related to an object, without causing any
excessive cluttering.</p>
      <p>Swipe: In this mode the user sees part of the view space
reserved to text information display. There is an initial
selected object by default picked from the set of objects
available in the scene and all its information are also already
displayed in the reserved space. By using a "swipe" gesture
the user is able to cycle the currently selected object among
the rest in the set and automatically display the information
in the reserved space. In this method, the trivial trade-o ,
is between the available view space and the easiness of
selecting a series of di erent objects.</p>
      <p>Object Selection: The user is able to select the wanted
object by touching it with a nger. This action
automatically makes the object move in front of the user for a better
display and also triggers the view of all the text
information in a similar way the Display Button method does. This
method is best to achieve natural interaction compared to
the Display Buttons method as the interaction with the
object is direct and can also be useful for applications in which
a user can also perform other actions like touching parts of
the object, change the view angle, modify its aspect and so
on.</p>
      <p>Object Picking: The technique is similar to Object
Selection but in this case the user has to drag and drop each
object on an anchor point in the scene (which is not
anchored to the user camera) in order to trigger the display
all the information (Figure 1). This is convenient in cases
where the user has to select the object while not being forced
to directly look at it. This happens when the user wants to
still be able to look around freely or in speci c applications
to have a second object selected for close comparison.</p>
      <p>
        As suggested in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] virtual museums are not necessarily
bound to real space simulation. Keeping that in mind
another critical issue in case of virtual museums featuring
explorable space is the control of user movement. The
considered scenario is again one in which multiple objects are
accessible in the museum. In 3.1 a single set of items all
visible in a single scene was considered while now a wider
scenario is taken into account with multiple set of objects
displaced around the virtual environment. This kind of
scenario require the user to be able to move and cover bigger
distances so di erent solutions are presented to enable free
movement around a virtual space. In all these solutions an
hand interaction controls the subject's forward speed while
the steering is controlled with the HMD by gazing at the
direction where the user wishes to go to.
      </p>
      <p>Palm Rotation: The user can increase the movement
speed by placing the palm of the hand in front of the hand
tracker with the palm perpendicular to the ground and the
ngers pointing forward (Figure 2). Any other di erent
hand positioning interrupts the movement. This gesture was
chosen to be intuitive and easy to learn and remember.</p>
      <p>Palm Position: Similar to Palm Rotation but in this
case the user just has to put hand in front of the hand tracker
and over a xed distance threshold from the body. Again
any other di erent hand positioning stops the movement.
This variation was implemented to test the e ectiveness, in
terms of performance and accuracy, of a pose trigger (Palm
rotation) against a position in space kind of trigger (Palm
Position).</p>
      <p>Forward Button: A widget-like button is showed in a
Heads-up Display (HUD) style and by pressing it the user
is able to move forward (Figure 3). Releasing the button
stops the movement. This is less natural, takes away part
of the user view on the scene and it might be hard to
combine with the selection and inspection methods presented in
3.1. Unlike the previous two solutions in which the
triggering point where the gesture is recognized by the system is
invisible and hard to detect, the advantage of this method
is the ability for the user to clearly see the the trigger and
have a more precise control on the movement speed.</p>
      <p>Mobile Control: The user has to use a mobile phone's
gyroscope as control device. By tilting it forward the
inworld camera begins to move. In order to stop the movement
the phone must be brought back to the original pose. With
this solution a new kind of feedback is o ered to the user,
compared to all the previous ones. The mobile phone serves
as a smart-object to control the speed by using the
inclination angle and o ers the possibility to use haptic feedback
of vibration as alert for obstacles or notify the user about
particular events taking place in the museum.</p>
    </sec>
    <sec id="sec-5">
      <title>EXPERIMENT SETUP</title>
      <p>
        The total immersive experience is achieved through the
use of a head mounted display (HMD) and an IR hand
tracker. Speci cally low-cost technologies were chosen:
Oculus Rift DK2 [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] as HMD and Leap Motion Controller [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] for
hand tracking. This was also to have a test setup closer to
a real case scenario in which high-performance devices are
not available. Figure 4 shows the con guration used with
the hand tracker mounted directly on the HMD to ensure
the hands are always in the hand tracker eld of view.
      </p>
      <p>Validation of the implemented methods for both
information display and navigation was performed through
experiments with subjects in demo environments. For information
display testing, users received a hint about one of the
available artworks (four in total for each execution) and had to
gure out which one the hint was talking about by
retrieving the available information with the di erent interaction
techniques. This was repeated for all the di erent methods
in a randomized order for each user. For navigation testing,
users had follow with the di erent methods a path marked
with checkpoints. The checkpoints became visible one at the
time and always within the user's eld of view until the goal
was reached. Again this was be repeated for all the methods
in a randomized order.</p>
      <p>Execution time was used as main measure of performance to
compare the e ciency of the techniques against each other.
The randomized order prevented the presence of obvious
bias in the collected data. Other time splits are measured
to identify critical point and possible bottlenecks in each
method. In particular: the time spent reading the
information against the time spent to access each object in the rst
task and the number of times the user stops and resumes
the navigation to identify possible problems with
maintaining the control gesture. At the end of each session every
user compiled a questionnaire to rate di erent aspect of the
experience including, but not limited to learnability of the
methods, easiness of execution, perceived stress and overall
preferred technique.</p>
    </sec>
    <sec id="sec-6">
      <title>PRELIMINARY RESULTS</title>
      <p>At this stage of the study, data was collected, for thirty
sessions for both tasks. The most interesting results derive
from the total time of task completion. These results
already show, performance-wise, relevant di erences between
the proposed solutions. In Figure 5 the times for the rst
task, selection and information retrieval, are shown. The
worst performance is associated to the Object Picking
technique. This was expected due to the extra step of drag and
drop on the anchor point. The best performances come from
the Swipe and Object Selection techniques. More data are
needed to prove actual signi cant improvement compared
to the other techniques. However, this again agrees with
the design for this methods, in fact Swipe relies on the
reserved space on screen to o er a quick selection of the objects
by just using a single gesture that doesn't require strictly
speci c directions or angles to be recognize by the system.
Object Selection only requires the user to touch an object
which is more natural than the Display Buttons. This last
technique, that lies in somewhere in the middle on the
performance scale, doesn't seem to bring any real advantage,
with its focus on a ordance, compared to its natural
counterpart (Object Selection).</p>
      <p>In Figure 6 are the times for the second task, involving the
environment navigation techniques. With the current data
it's only possible to say that the Forward Button technique
outperforms the other techniques in terms of execution time.
This is due to the high control level on the movement granted
by the displayed button. In our solutions the navigation is
achieved with the use of hands interaction methods. Because
of this, real natural interaction style can't be achieved, as
the hands aren't the part of the human body used to
directly move in the real surrounding space. This is one of the
possible reasons that prevent the other implemented
navigation techniques to bring any advantage in terms of time
performance.</p>
      <p>In the next stage of the work more data will be collected
to be analyzed in depth. This will give a more general
vision of all pros and cons of each solution, in order to o er a
wider range of methods that can be chosen for speci c
applications. The experiment setup will also serve as a platform
for new or more re ned methods and their implementations,
to be compared with the existing ones. In a new work, a
simulation of a full immersive virtual museum will be
developed to evaluate the behavior of various solutions on a
real application prototype. The goal will be to o er better
insights about convenient and e ective combination of
techniques for both the core mechanics, necessary for this kind of
experience, that were identi ed and discussed in this paper.
Acknowlegements: This work was partially supported by
the Scan4Reco project funded by EU Horizon 2020
Framework Programme under grant agreement no 665091.</p>
    </sec>
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