=Paper= {{Paper |id=Vol-2050/shapes-paper3 |storemode=property |title=Show, Don’t Tell: Retrieving Cultural Assets via Gestures |pdfUrl=https://ceur-ws.org/Vol-2050/SHAPES_paper_3.pdf |volume=Vol-2050 |authors=Sven Helmer,Gerhard Glüher,Christian Upmeier |dblpUrl=https://dblp.org/rec/conf/jowo/HelmerGU17 }} ==Show, Don’t Tell: Retrieving Cultural Assets via Gestures== https://ceur-ws.org/Vol-2050/SHAPES_paper_3.pdf
             Show, Don’t Tell:
  Retrieving Cultural Assets Via Gestures
          Sven HELMER a,1 , Gerhard GLÜHER b and Christian UPMEIER b
a Free University of Bozen-Bolzano, Faculty of Computer Science, 39100 Bolzano, Italy
  b Free University of Bozen-Bolzano, Faculty of Design and Art, 39100 Bolzano, Italy



            Abstract. Currently, almost all information retrieval systems utilize a textual inter-
            face 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 cul-
            tural 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.
            Keywords. cultural heritage, information retrieval, search via gestures, human
            computer interaction, hand-based interfaces




1. Introduction

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 [11]. 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 [2]. Rosner et al. sketch a vi-
sion that goes even further: the digitization of cultural practices [19]. 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 [23]. 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.
     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 organi-
zation. 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, André Leroi-Gourhan talks of the
  1 Corresponding Author: Sven Helmer, Free University of Bozen-Bolzano, Faculty of Computer Science,

39100 Bolzano, Italy; E-mail: shelmer@inf.unibz.it
intermeshing of tools and motive gestures [13]. The focus on hand-operated tools, es-
pecially 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 re-
luctance of the aristocracy to modernization. In rural areas, the production of goods in
artisan workshops or small manufactories continued up to World War I.
      Similar to Rosner et al. [19] 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 [1]: “. . . 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.”
      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 [24]. 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.
      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 philoso-
phy 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?


2. State of the Art

Current digital collections of cultural objects (either operating offline or online) gen-
erally 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 match-
ing. Although this kind of interface works well with, e.g. books or two-dimensional art-
work, 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.
2.1. Computer Science

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 [8]. 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 [7]. 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 [15]. 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 [17]. 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 [16]. With the help of a force feedback mechanism, museum visitors
can manipulate virtual objects; a search functionality is not available, though.

2.2. History of Art and Design

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. There-
fore, many aspects of how an object actually functions or why it was designed in a spe-
cific 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 [3, 9, 12, 18].
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 de-
scriptive texts [5, 6, 21].


3. Our Approach

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 hand-
operated 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.
     Second, we need to investigate models for representing hand-operated tools accord-
ing 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 inves-
tigate which motion-tracking technology is suitable for this task. Currently, we are look-
ing into data gloves, Leap Motion controllers [24], and, if and when it becomes avail-
able, Google’s new wave radar technology [14]. However, again, this is not just about
technical details, we are also interested in uncovering cultural references.
     The insights gained during the first two steps will be applied when it comes to actu-
ally 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).


4. Conclusion and Outlook

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 inter-
face 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 rep-
resentation that can be utilized for retrieval without taking a detour via text. For the mo-
ment, 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.
     However, our work goes beyond the technological dimension, we also want to gen-
erate 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 vi-
sualized. 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 foot-
ing with other participants in social systems, contributing substantially to civilization by
being able to create and preserve human communication [4, 10, 20, 22].


References

 [1]   David P. Anderson. Nailing smoke – curation at the bleeding edge of technology. Communciations of
       the ACM, 59(12):37–39, December 2016.
 [2]   M. Bergamasco, C. Avizzano, G. Di Pietro, F. Barbagli, and A. Frisoli. The museum of pure form:
       system architecture. In 10th Int. Workshop on Robot and Human Interactive Communication, pages
       112–117, Bordeaux, Paris, France, September 2001.
 [3]   Ute Brandes. Designtheorie und Designforschung. Fink Verlag, Munich, 2009.
 [4]   Fiona Candlin and Raiford Guins. The Object Reader. Routledge, London, 2009.
 [5]   Katharina Frerus and Dietmar Rübel. Die Tücke des Objekts. Reimer Verlag, Berlin, 2009.
 [6]   Moritz Grund. Der Designer und die Dinge – ein Selbstversuch. Niggli Verlag, Sulgen, 2012.
 [7]   Diogo Henriques, Daniel Mendes, Pedro B. Pascoal, Isabel Trancoso, and Alfredo Ferreira. Evaluation
       of immersive visualization techniques for 3d object retrieval. In IEEE Symposium on 3D User Interfaces
       (3DUI’14), Minneapolis, Michigan, March 2014.
 [8]   Hiroyasu Ichida, Yuichi Itoh, Yoshifumi Kitamura, and Fumio Kishino. Interactive retrieval of 3d virtual
       shapes using physical objects. In Virtual Reality (VR’04), pages 231–232, Chicago, Illinois, March
       2004.
 [9]   Geesche Joost and Arne Scheuermann. Design als Rhetorik. Birkhäuser Verlag, Basel, 2012.
[10]   Carl Knappett. Thinking through Material Culture. University of Pennsylvania Press, Philadelphia,
       2005.
[11]   D. Koller, B. Frischer, and G. Humphreys. Research challenges for digital archives of 3D cultural
       heritage models. Journal of Comput. Cult. Herit., 2(3):7–17, 2010.
[12]   Klaus Krippendorff. Die semantische Wende – Eine neue Grundlage für Design. Birkhäuser Verlag,
       Basel, 2013.
[13]   A. Leroi-Gourhan. Gesture and Speech. MIT Press, Cambridge, Massachusetts, 1993.
[14]   Jaime Lien, Nicholas Gillian, M. Emre Karagozler, Patrick Amihood, Carsten Schwesig, Erik Olson,
       Hakim Raja, and Ivan Poupyrev. Soli: Ubiquitous gesture sensing with millimeter wave radar. ACM
       Trans. Graph., 35(4):142:1–142:19, July 2016.
[15]   Konstantinos Moustakas, Georgios Nikolakis, Dimitrios Tzovaras, Sébastien Carbini, Olivier Bernier,
       and Jean-Emmanuel Viallet. 3D content-based search using sketches. Personal and Ubiquitous Com-
       puting, 13(1):59–67, 2009.
[16]   Konstantinos Moustakas and Dimitrios Tzovaras. Virtual simulation of cultural heritage works using
       haptic interaction. In 6th Hellenic Conf. on AI (SETN’10), pages 389–394, Athens, Greece, May 2010.
[17]   Konstantinos Moustakas, Dimitrios Tzovaras, Michael G. Strintzis, Sébastien Carbini, Olivier Bernier,
       Jean-Emmanuel Viallet, Stephan Raidt, Matei Mancas, Mariella Dimiccoli, Enver Yagci, Serdar Balci,
       and Eloisa Ibanez Leon. Masterpiece: Physical interaction and 3d content-based search in vr applica-
       tions. IEEE MultiMedia, 13(3):92–100, 2006.
[18]   Felicidad Romero-Tejedor. Der denkende Designer. Olms Verlag, Hildesheim, 2007.
[19]   Daniela Rosner, Marco Roccetti, and Gustavo Marfia. The digitization of cultural practices. Communi-
       cations of the ACM, 57(6):82–87, 2014.
[20]   Stefanie Samida, Manfred Eggert, and Hans Peter Hahn. Handbuch Materielle Kultur. Metzler Verlag,
       Stuttgart, 2014.
[21]   Hermann Sturm. Die Tücke der Funktion. Klartext Verlag, Essen, 2005.
[22]   Elisabeth Tietmeyer and Claudia Hirschberger. Die Sprache der Dinge. Waxmann Verlag, Münster,
       2010.
[23]   UNESCO. Lists of intangible cultural heritage and the register of good safeguarding practices. http:
       //www.unesco.org/culture/ich/en/lists, 2016. [Online; accessed May 2016].
[24]   Frank Weichert, Daniel Bachmann, Bartholomäus Rudak, and Denis Fisseler. Analysis of the accuracy
       and robustness of the leap motion controller. Sensors, 13(5):6380–6393, 2013.