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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Show, Don't Tell: Retrieving Cultural Assets Via Gestures</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sven HELMER</string-name>
          <email>shelmer@inf.unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gerhard GLU¨ HER</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christian UPMEIER</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Free University of Bozen-Bolzano, Faculty of Computer Science</institution>
          ,
          <addr-line>39100 Bolzano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Free University of Bozen-Bolzano, Faculty of Design and Art</institution>
          ,
          <addr-line>39100 Bolzano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Currently, almost all information retrieval systems utilize a textual interface for users to express their information needs. While this works perfectly well for searching text document collections, there are domains in which textualizing a query or context is much harder. One of these domains is the preservation of cultural heritage practices in the form of artifact usage, which involves the capture and representation of intangible assets. We have started work on a project in which we want to focus on the domain of (hand-held) tools and their use, going beyond a description in the form of text or 2D images. Our aim is to record the gestures necessary to operate the tools and to make a collection of tools accessible with this information, providing a much richer context.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>cultural heritage</kwd>
        <kwd>information retrieval</kwd>
        <kwd>search via gestures</kwd>
        <kwd>human computer interaction</kwd>
        <kwd>hand-based interfaces</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The importance of preserving cultural heritage has been steadily on the rise over the past
few decades. Computer science is contributing to this effort by providing platforms for
digitizing, modeling, and visualizing artifacts or archaeological sites and making them
accessible to a wider audience [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. While this is interesting for imageable objects such
as pieces of art, researchers have started looking beyond this: for instance, by developing
haptic devices allowing users to feel the forms of sculptures [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Rosner et al. sketch a
vision that goes even further: the digitization of cultural practices [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. The significance of
this has also been acknowledged by UNESCO, who have published a “List of Intangible
Cultural Heritage in Need of Urgent Safeguarding” on their web site [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. One example
is the textile art on the island of Taquile, which revolves around not only preserving the
textiles themselves, but also the manual weaving techniques used to create them.
      </p>
      <p>
        We plan to concentrate our efforts on hand-operated tools, which are so common
in our daily lives that we rarely pay attention to them. Nevertheless, they are intriguing
for they perfectly combine appearance with dense, sometimes complex inherent
organization. Some of these objects present a basic form that developed over decades or even
centuries with little variations. The grasping and handling of these tools for proper use
– to make them work – add dimension: for example, Andre´ Leroi-Gourhan talks of the
intermeshing of tools and motive gestures [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The focus on hand-operated tools,
especially on those from the pre-industrial age, also makes sense from the point of view
of our regional context. We have access to local museums with excellent collections of
tools from the period of the 18th to the beginning of the 20th century. Industrialization
in Austria, which included South Tyrol in this period, occurred quite late, due to a
reluctance of the aristocracy to modernization. In rural areas, the production of goods in
artisan workshops or small manufactories continued up to World War I.
      </p>
      <p>
        Similar to Rosner et al. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] we would also like to go beyond the modeling and mere
visualization of artifacts. Searching through collections is currently done mainly via a
keyword search, meaning that every object has to have a textual description of each of
its features to make it possible to use a text-based retrieval system to access a collection.
However, words are not always the ideal way to describe the information needs of a user,
especially when it comes to activities related to objects such as hand-operated tools. For
example, trying to describe to someone in words how to uncork a bottle using a corkscrew
is rather difficult, while demonstrating it is much easier. Also, as David Anderson notes
in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]: “. . . sometimes the most significant features of an object, and those that we would
be most concerned to preserve, are not tangible features at all, but rather lie outside of
the materiality of the object.”
      </p>
      <p>
        We want to make collections of objects accessible by describing the way they are
handled. A user describes with gestures how an item is used or moved around, which
can be accomplished with the help of data gloves, other haptic input devices, kinetic
user interfaces, or hand tracking technology such as a Leap Motion controller [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. In
addition, we envision the presentation of search results to include more context than
just diagrams, pictures, or textual descriptions of objects. Ideally, there would be a 3D
animation of the mechanism, a video clip of actual usage, and maybe even a haptic
experience through motion feedback.
      </p>
      <p>While computer science can provide the tools to enable the digitization of cultural
assets and practices, it cannot give answers to questions concerning the overall
philosophy of pursuing an approach like this. Involving the field of cultural and art history, as
well as the field of design history and applied design, we focus on two main questions.
First, how can digitized collections of objects be enhanced by visual and tactile, even
interactive features for augmented information conveyance on cultural heritage? Second,
how can historic product development be transposed in a modern discourse of knowledge
transfer and thus be of interest even for contemporary product design?</p>
    </sec>
    <sec id="sec-2">
      <title>2. State of the Art</title>
      <p>Current digital collections of cultural objects (either operating offline or online)
generally follow similar principles. The objects are categorized by basic physical features,
such as material, form, and size, and by descriptions, such as texts and images, and the
system offers structured search functionality, e.g. with keywords or simple image
matching. Although this kind of interface works well with, e.g. books or two-dimensional
artwork, it is less suitable when dealing with objects having specific modes of operation in
addition to their three-dimensional appearance. For instance, (hand-operated) tools and
their use are an interesting example of cultural assets whose functional aspects are either
completely missing or at least underrepresented in current digital collections.</p>
      <sec id="sec-2-1">
        <title>2.1. Computer Science</title>
        <p>
          While there is interesting research work in the area of computer science trying to go
beyond keyword or feature search, we are not aware of any involving gestures to describe
the handling of artifacts that go further than moving or placing them in a virtual space.
In the following we give a brief overview of existing techniques. Ichida et al. present a
method for interactive retrieval of virtual 3D shapes using physical objects [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. Using
a set of interlocking cubes, a user can build physical objects describing the shapes they
are searching for. Although this certainly is a novel way to describe queries, it lacks
descriptions of handling the objects. Henriques et al. create an immersive environment
to visualize 3D object retrieval [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. However, their technique is mainly about displaying
the retrieved objects by distributing them in a virtual space according to their similarity.
Moustakas et al. allow a user to sketch primitive objects which are then used as an input
parameter for the search [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. An interesting feature of this system is that a user sketches
the object in 3D, rather than producing a 2D drawing. The authors propose different input
devices for describing 3D objects, such as a camera for real-time tracking, an air mouse,
or even a data glove. However, the system is only interested in the position of a hand,
not in gestures or more subtle movements. “Masterpiece” is a sophisticated multi-modal
application framework allowing a user to search for and manipulate virtual 3D objects
using input as diverse as speech, gesture, and sketch recognition [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. While this system
includes gesture recognition, it is not used in the actual search for the objects, but in the
manipulation and design of virtual 3D objects. In a framework for museums, Moustakas
and Tzovaras present a technique for simulating ancient technology via virtual reality
and haptic rendering [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. With the help of a force feedback mechanism, museum visitors
can manipulate virtual objects; a search functionality is not available, though.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. History of Art and Design</title>
        <p>
          In an art-historic and design context, research and analysis of functional objects do exist,
but the results of this analysis are usually embedded in a discourse defined by text.
Therefore, many aspects of how an object actually functions or why it was designed in a
specific way depend on text comprehension and context awareness, whereas visual (or even
experienced) conveyance of such information is mostly missing. In particular, the efforts
that go into trying to establish design research as a scientific discipline in its own right
rely on (textual) descriptions, semantics, aesthetics, and cognition theories [
          <xref ref-type="bibr" rid="ref12 ref18 ref3 ref9">3, 9, 12, 18</xref>
          ].
This does not just hold true for the general case. Even in the rare cases in which the
specific use of everyday objects is investigated, the observations are translated into
descriptive texts [
          <xref ref-type="bibr" rid="ref21 ref5 ref6">5, 6, 21</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Our Approach</title>
      <p>We are about to embark on a project about building a framework for the retrieval of
information from a digitized collection of hand-operated tools via gestures with the plan
of implementing a prototype of the framework, demonstrating the technical feasibility.
We have identified several important steps on the way to the finished prototype. First,
we need to lay the theoretical foundations by analyzing a specific collection of
handoperated tools and identifying their fundamental properties in terms of usage. This means
categorizing and describing the objects, not only in terms of their appearance, but also
in terms of their mode of operation, going beyond mere technical descriptions, adding
cultural and historical aspects. For example, scissors are used in a very typical fashion
(similar to shears, clippers, or pliers) by repeatedly moving the thumb and one or several
fingers towards and away from each other.</p>
      <p>
        Second, we need to investigate models for representing hand-operated tools
according to their modes of operation. This not only involves the movement of a hand through
space, but also relative positions of fingers to each other and the positions of joints and
other parts of the hand. A gesture would be described as a spatio-temporal sequence of
basic events or movement primitives. For our scissor example this means identifying the
repeated opening and closing movements of the digits of a hand. We also need to
investigate which motion-tracking technology is suitable for this task. Currently, we are
looking into data gloves, Leap Motion controllers [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], and, if and when it becomes
available, Google’s new wave radar technology [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. However, again, this is not just about
technical details, we are also interested in uncovering cultural references.
      </p>
      <p>The insights gained during the first two steps will be applied when it comes to
actually digitizing the artifacts. This involves creating virtual representations of the objects
(e.g. via 3D scanning) and digitizing gestures and movements. Finally, for querying the
digitized collection a measure determining the similarity of gestures has to be defined, as
this will be crucial for the retrieval, comparison, and ranking of the returned objects. The
importance of different features considered for the similarity measure depend heavily on
the cultural aspects of the results obtained earlier. So, when querying the system with the
gestures for using scissors, the answer would contain different types of scissors, but also
include similar tools such as the aforementioned shears, clippers, and pliers (although
these tools would be ranked lower).</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion and Outlook</title>
      <p>From the point of view of computer science, our goal is to extend the boundaries of
today’s information retrieval systems by developing a novel, gesture-based query
interface that is much better suited for describing the information need of a user searching
for manually operated artifacts. Particular hand movements used for operating tools are
usually hard to translate into text, but easy to demonstrate. Consequently, it makes much
more sense to capture these movements directly, transferring them into an internal
representation that can be utilized for retrieval without taking a detour via text. For the
moment, the main aim of our approach is to support professionals and researchers, such as
designers, archaeologists, anthropologists, and historians, conducting searches in artifact
collections. Once the technology becomes more inexpensive, it could also be used by
museums to develop interactive displays.</p>
      <p>
        However, our work goes beyond the technological dimension, we also want to
generate new impulses in a cultural setting: with the help of our project, the investigation into
the interface between man and object can be simulated, manipulated, improved, and
visualized. We want to contribute to the current philosophical discourse about the so-called
material culture by introducing the new dimension of direct experience of a forgotten
or lost object, thereby bridging the gap between oral history and the reconstruction of
knowledge by heuristic narrative methods. This may even spark a new debate about the
actor network theory by Bruno Latour, stating that objects are actors on an equal
footing with other participants in social systems, contributing substantially to civilization by
being able to create and preserve human communication [
        <xref ref-type="bibr" rid="ref10 ref20 ref22 ref4">4, 10, 20, 22</xref>
        ].
      </p>
    </sec>
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