=Paper= {{Paper |id=Vol-1621/preface |storemode=property |title=Advanced Visual Interface for Cultural Heritage |pdfUrl=https://ceur-ws.org/Vol-1621/preface.pdf |volume=Vol-1621 |authors=Cristina Gena,Berardina De Carolis,Tsvi Kuflik,Fabrizio Nunnari |dblpUrl=https://dblp.org/rec/conf/avi/GenaCKN16a }} ==Advanced Visual Interface for Cultural Heritage== https://ceur-ws.org/Vol-1621/preface.pdf
                       Advanced Visual Interfaces for Cultural Heritage

         Cristina Gena         Berardina De Carolis           Tsvi Kuflik          Fabrizio Nunnari
   The University of Turin    The University of Bari   The University of Haifa           DFKI
     Corso Svizzera 185            “Aldo Moro”          Mount Carmel, Haifa,     Campus D3.2, 66123
          Italy, 10149              Italy, 70126             Israel, 31905      Saarbrücken, Germany
       +390116706827             +390805443284             +97248288511             +496813023393
    cristina.gena@unito.it berardina.decarolis@uniba.it tsvikak@is.haifa.ac.il fabrizio.nunnari@dfki.de

ABSTRACT                                                                      locations, such as ancient buildings and cities, and to visit
AVI provided an attractive opportunity for exploring novel                    existing, remotely located locations, such as world-wide
visual interfaces for cultural heritage (CH). CH traditionally                cultural institutions (such as Google Art Project [1]). For
draws a lot of research attention when it comes to exploring                  preservation purposes, web 3D provides scholars and cultural
the potential benefits from application of novel technology in                heritage professionals with a way to consult and maintain
realistic settings. At the same time, AVI focusses on exploring               visual repositories of real exhibits, with the possibility of
the state of the art visual interfaces and their application in               visualizing, comparing and studying 3D digital equivalents of
various domains. The AVI-CH workshop nicely demonstrated                      real artworks physically situated in different locations.
the potential of combining these two aspects – the state of the
art interfaces technologies with the information rich CH                      In spite of the potential benefits, cultural heritage is also a very
domain. The result was a number of high-quality submissions,                  challenging domain of application for such novel ICT
with the diversity of topics presented by the papers accepted                 technologies. It is ubiquitous – just look around you and see
and discussed at the workshop.                                                that you are surrounded by it. There is abundance of CH
                                                                              related information available, about almost every object we
Author Keywords                                                               can think of. How can we access and enjoy this information in
Advanced Visualization, Cultural Heritage, Workshop.                          Ubiquitous Computing scenario?
                                                                              Advanced and natural human-computer interaction is a key
CCS Concepts                                                                  factor in enabling such access and visual interfaces, whether
• Human-centered        computing~Human           computer      interaction   they are tiny mobile screens or large wall mounted displays,
(HCI)                                                                         they can all be part of the CH IoT and be part of a ubiquitous
                                                                              CH infrastructure, where information can be personalized and
1. INTRODUCTION
                                                                              displayed/projected, on screens or overlaid on real objects.
The rapid development of information and communication
technologies (ICT) and the Internet has enabled cultural                      The goal of the workshop is to bring together researchers and
heritage (CH) institutions to provide access to their collections             practitioners interested in addressing the above-described
in multiple various ways, both on-site and online, and to                     challenges by exploring the potential of state of the art
attract even wider audiences than those that visit the physical               advanced visual interfaces in enhancing our daily cultural
museums. A major driver/enabler of the above is the enormous                  heritage experience.
growth in user interfaces modalities and in information
                                                                              2. CONTRIBUTIONS
visualization technologies. User interface technologies are
                                                                              The presentations and discussions at the workshop spanned a
growing and evolving by the day. They vary from tiny smart
                                                                              large variety of topics combining AVI and CH. We tried to
watch screens to wall-size large public displays and from
                                                                              discuss the submissions from several practical aspects, first of
mouse and keyboard to touch, voice gesture and gaze activated
                                                                              all looking at onsite vs. online points of view (that appears to
systems.
                                                                              be challenging given the augmented and virtual reality state of
Regarding advanced virtual interfaces, there are several                      the art technology that can be applied both onsite and offsite)
successful examples of 3D technologies for virtual museums.                   and then at the variety of interaction techniques and
The use of (web) 3D in cultural heritage allows the general                   technologies that were presented.
public to enjoy immersive experiences in virtual, reconstructed
                                                                              The workshop started with an invited talk by Franco Cutugno
                                                                              that presented an advanced interface for CH exhibition design.
                                                                              He presented an example of interactive floor (PaSt project),
                                                                              which allows users to interact with the history by walking on a
Copyright © 2016 for this paper by its authors. Copying permitted for         virtual carpet, and then discussed an approach based on Audio
private and academic purposes.                                                Augmented Interaction adopted in the CARUSO project.
                                                                              CARUSO is an Audio Augmented Reality android app based
on 3D audio that creates virtual soundscapes through the             is an interesting solution, even if further work must be devoted
binaural reproduction of voices and sound effects. The user is       to address specific situations.
free to move in the environment. The output follows her
                                                                     Gena [4] presented a specific aspect of the large-scale
movement since the software works with interactive
                                                                     WantEat project. She presented a reward-based field
headphones, which detect head orientation by an inertial
                                                                     evaluation of the interaction model developed for the project,
sensor and communicate via bluetooth with the device.
                                                                     which puts together real and virtual words [5]. Real objects are
                                                                     used as gateways for accessing the cultural heritage of a
2.1 On site interaction (I would delete it since the first talk
was also about on-site interaction)                                  territory. Hence, they designed an intelligent interaction model
A large and diverse number of the submissions focused on             that allows users to explore the region starting from a real
supporting museum visitor(s) onsite, making use of a diverse         contacted object. In particular the interaction model support
set of technologies for different applications. Emmanouil            the visualization and the exploration of identifiable objects of
Zidianakis presented the design and implementation of a              the real world and their connections with other objects. It
technological framework based on Ambient Intelligence to             proposes a paradigm that enables a personalized, social and
enhance visitor experiences within real or virtual CH                serendipitous interaction with networked things, allowing
Institutions by augmenting two-dimensional real or virtual           continuous transition between the real and the digital worlds.
paintings. Among the major contributions of this work is the         They illustrate the procedure and the results of such
support of personalized multi-user access to exhibits,               evaluation, carried out with a prototype application with no
facilitating also adaptation mechanisms for altering the             active users’ community. Results show that the interaction
interaction style and content to the requirements of each            model stimulates the exploration of the objects in the system
visitor. A standard compliant knowledge representation and           and their networks, and partially promotes the interactive
the appropriate authoring tools guarantee the effective              features of the application, as social actions. For more details
integration of this approach to the CH context. They suggested       see also [15].
the use of QR codes for two ways interaction with the
environment – providing personal profile and a possible way          Antonio Origlia presented a human-robot interaction setup
of getting personalized information, in addition to information      where people actively choose how much information
projection (or tablets) as means for personalized information        concerning the available topics they would like to access. To
delivery to museum visitors. [14]                                    provide engaging presentations, the humanoid robot exhibits a
                                                                     behaviour modelled on the basis of a human presenter.
Mokatren and Kuflik in a follow-up to [11, 12] examined the          Monitoring the evolution of the interactive session allows
potential of using a mobile eye tracker for indoor positioning       estimating users' general interest towards the available
and intuitive interaction. They presented the results of a           contents. The results show that people were very satisfied by
preliminary study that explored the potential of mobile eye-         the interactive experience and that the level of interest
tracking and vision technology for enhancing the museum visit        detected automatically by the system were found to be
experience. Their hypothesis is that the use of eye tracking         consistent with the one declared by the users. Both subjective
technology enables natural and intuitive interaction of the          and objective metrics were used to validate the approach [12].
visitor with the information space. Satisfactory preliminary
results from examining the performance of a mobile eye               Unfortunately, Nicola Orio who was supposed to report the
tracker in a realistic setting were presented. The technology        results of an initial experiment on the acoustic description of
has reached a reliable degree of maturity that can be used for       the city of Padova (soundscape) was unable to attend the
developing a system based on it.                                     workshop. Still, the results of a study about a group of users
Starting from a collaboration with a worldwide famous Italian        that has been involved in recording the sounds of the city and
designer, Calandra, Di Mauro, Cutugno and Di Martino [2]             in tracking their position in space and in time using a web
defined a Natural User Interface to explore 360° panoramic           based interface is reported in the paper. Collaboration and
artworks presented on wall-sized displays. Specifically, they        coordination among participants has been promoted using a
let the user to “move the head” as a way of natural interaction      wiki, where participants could assign themselves the locations
for exploring these large digital artworks. To this aim, they        to be recorded and define the standard to be followed. The
developed a system including a remote head pose estimator to         result is the creation of an acoustic map of the city of Padova,
catch movements of users standing in front of the wall-sized         which can be navigated in space and in time through a web
display. With natural user interfaces, it is difficult to get        interface. A mobile version of the interface is currently under
feedbacks from the users about the interest for the point of the     development [13].
artwork he/she is looking at. To solve this issue, they
complemented the gaze estimator with a preliminary                   2.2 Online interaction (delete?)
emotional analysis solution, able to implicitly infer the interest   There were a few online-only systems. Again, these were quite
of the user in the presented content from his/her pupil size.        diverse. As an extension of [9], Lanir presented a system that
Preliminary results of a user study with 51 subjects show that       visualizes online visitors’ behavior onsite to museum director.
the most of the subjects were able to properly interact with the     Data collected from automatic tracking of visitors’ movements
system from the very first use, and that the emotional module        in the museum and their interaction with a context aware
museum visitors’ guide system was collected and served as a        [5] Luca Console, Fabrizio Antonelli, Giulia Biamino,
basis for the analytic visualization. Using this information,           Francesca Carmagnola, Federica Cena, Elisa Chiabrando,
they provide an interface that visualizes both individual and           Vincenzo Cuciti, Matteo Demichelis,Franco Fassio,
small group movement patterns, as well as aggregated                    Fabrizio Franceschi, Roberto Furnari, Cristina Gena,
information of overall visitor engagement [10].                         Marina Geymonat, Piercarlo Grimaldi, Pierluigi Grillo,
                                                                        Silvia Likavec, Ilaria Lombardi, Dario Mana, Alessandro
Alan Wecker, following [7][8], introduced the idea of ongoing
                                                                        Marcengo, Michele Mioli, Mario Mirabelli, Monica
events collection – a “scrapbook” for future use. He presented
                                                                        Perrero, Claudia Picardi, Federica Protti, Amon
the idea concerning the utility and makeup of an application to
                                                                        Rapp,Rossana Simeoni, Daniele Theseider Dupré, Ilaria
collect cultural heritage experiences. The features for such an
                                                                        Torre, Andrea Toso, Fabio Torta, Fabiana Vernero.
application and possible visualizations are discussed [17].
                                                                        Interacting with social networks of intelligent things and
                                                                        people in the world of gastronomy (2013). TiiS 3(1): 4.
2.3 Interaction techniques and technologies
                                                                   [6] De Carolis B., Palestra G., Gaze-based Interaction with a
As far as technologies, the diverse set of papers spans a large
                                                                        Shop Window. In Proceedings of AVI '16: International
variety of presentation and interaction techniques, including
                                                                        Working Conference on Advanced Visual Interfaces, June
conventional desktop display [10], through the use of mobile
                                                                        2016, Bari, Italy.
guides for information delivery [15], the use of eye tracking as
                                                                   [7] Tsvi Kuflik, Judy Kay, and Bob Kummerfeld. (2010,
a natural interface for positioning and interaction [12][2],
                                                                        June). Lifelong personalized museum experiences.
virtual and augmented reality [14][2][2], natural language
                                                                        In Proceedings of Workshop on Pervasive User Modeling
interaction [17], audio-based interaction [13] and even human-
                                                                        and Personalization (PUMP'10) (pp. 9-16).
robot interaction [12].
                                                                   [8] Tsvi Kuflik, Alan Wecker, Joel Lanir and Oliviero Stock.
3. SUMMARY                                                              (2015). An integrative framework for extending the
The workshop proved to be successful in promoting discussion            boundaries of the museum visit experience: linking the
on variety of novel AVI technologies and their application to           pre, during and post visit phases. Information Technology
CH. The wide diversity of aspects and the technologies and              & Tourism, 15(1), 17-47.
their combination triggered discussion about both                  [9] Joel Lanir, Peter Bak and Tsvi Kuflik. (2014, June).
opportunities and challenges in the application of these                Visualizing Proximity-Based Spatiotemporal Behavior of
technologies for CH. The interaction leaded discussions about           Museum Visitors using Tangram Diagrams. In Computer
possible future collaboration among AVI-CH participants as              Graphics Forum (Vol. 33, No. 3, pp. 261-270).
well as a decision to follow up on future results of the studies   [10] Joel Lanir, Tsvi Kuflik, Nisan Yavin, Kate Leiderman and
presented at the workshop, aiming for a special issue in a              Michael Segal. (2016) Visualizing Museum Visitors’
leading scientific journal.                                             Behavior, AVI*CH, the first Workshop on Advanced
                                                                        Visual Interfaces for Cultural Heritage, , Bari, 7th of June
4. REFERENCES        (ADD REFERENCE TO COTUGNO                          2016, CEUR-WS.org, ISSN 1613-0073
TALK???)                                                           [11] Moayad Mokatren and Tsvi Kuflik. Exploring the
[1] https://www.google.com/culturalinstitute/project/art-               potential contribution of mobile eye-tracking technology
    project                                                             in enhancing the museum visit experience. In proceedings
[2] Davide Maria Calandra, Dario Di Mauro, Franco Cutugno               of     the     The     First    Joint     Workshop       on
    and Sergio Di Martino (2016). Navigating Wall-sized                 Smart Connected and Wearable Things, co-located with
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