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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>“Take me Home”: AR to Connect Exhibits to Excavation Sites</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Angeliki Antoniou</string-name>
          <email>angelant@uniwaop.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jason Diakoumakos</string-name>
          <email>iasonasdi@uop.gr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>George Lepouras</string-name>
          <email>g.lepouras@uop.gr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yannis Aggelakos</string-name>
          <email>aggelakospnm@gmail.com</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Apostolos Kastritsis</string-name>
          <email>kastritsis@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nikos Platis</string-name>
          <email>nplatis@uop.gr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Archival, Library and, Information Studies, University of West Attica</institution>
          ,
          <addr-line>Aegaleo</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Informatics and</institution>
          ,
          <addr-line>Telecommunications</addr-line>
          ,
          <institution>University of the Peloponnese</institution>
          ,
          <addr-line>Tripolis</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Institute for Language and Speech, Processing, Athena Research and Innovation, Centre</institution>
          ,
          <addr-line>Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Yannis Aggelakos Creative Services</institution>
          ,
          <addr-line>Tripolis</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <abstract>
        <p>We present the design and implementation of an AR application that connects museum objects to their original locations in archaeological sites; our aim is both to solve the museum de-contextualization problem and to promote exploration of the archaeological sites in a region. The application projects the museum object upon the archaeological site and its original location, bringing the landscape into the museum experience. We outline technical challenges encountered and solutions adopted. Since this is a work in progress, further user testing remains to evaluate our approach and the app.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Information systems → Information systems applications; •
Applied computing; • Human-centered computing → Systems
and tools for interaction design;</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        and are exhibited in the central museum of the region. Regional
museums like the one in Tripolis are a very good and practical solution
in collecting items from diferent locations and exhibiting them in
one place; however, over the years it was realized that an important
weakness of this practice was the de-contextualization of the
experience. Many researchers agree that a museum exhibit is not merely a
material object that needs to be protected and displayed, but mostly
a synthesis of practices, values, beliefs, traditions, memories, etc.
[
        <xref ref-type="bibr" rid="ref12 ref4">4, 12</xref>
        ]. Thus, removing the object from its original location and
bringing it in the museum may solve many practical problems, but
gives rise to important de-contextualization issues regarding the
visitor’s experience with the object, which need to be addressed
by re-contextualizing the object, also addressing visitor needs for
“making sense” of the presented content and their relation to their
original locations [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        In this light, the famous Norwegian painter J.C. Dahl (1788–1857)
criticized the de-contextualizing character of museums and
proposed the landscape as a museum in itself, stressing the importance
of the landscape in the museum experience: “This conflation of
museum skepticism and the launching of the landscape as museum
constitutes an interesting and overlooked contribution to a
familiar debate, namely the century-old critique of the museum as an
instrument of deadening de-contextualization.” [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Another consequence of exhibiting items collectively in regional
museums, which are usually located in the central, most
wellknown city of the region, is that visitors are amassed there. In
recent years, this tendency of mass tourism to collect in specific
locations has led to serious sustainability issues of cultural heritage.
Thus, many local authorities, especially in areas not so well-known
to tourists, like Arcadia, are trying to find ways to redirect
visitors to further locations within their region; this would expand
cultural tourism and boost local economies by capitalizing on
different tourist routes and alternative cultural experiences [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Recontextualizing the objects in museums has, in this respect, the
potential to raise awareness of the respective cultural destinations.
      </p>
      <p>The present study is a work in progress, aiming at connecting
specific museum objects to their original excavation site in an
attempt to
• provide important contextual information,
• use landscape as an important contextual element,
• highlight and enrich artifacts,
• highlight historical places and archaeological sites in the
wider region of Arcadia,
• direct visitors to less well-known locations and motivate
them to visit the archaeological sites around the prefecture
of Arcadia.
2</p>
    </sec>
    <sec id="sec-3">
      <title>LITERATURE REVIEW</title>
      <p>
        Connecting the museum’s objects to excavation sites can be
beneficial, since it would connect the artifacts to the places of their
origin, thus providing important contextual information. Past
efforts showed the importance of contextual experiences in Cultural
Heritage (CH) in enhancing the visitor experience, by adding
contextual displays and contextual installations in diferent venues [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Diferent approaches have been tried, from targeted narratives that
vividly describe the place of origin of the exhibit and directly ask
the user to visit nearby locations [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], to installations and
applications that allow sensory interactions involving smell, touch and
sound, with visual and aural feedback [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Augmented Reality (AR) techniques can enrich the experience
and increase the interest of the visitors, as well as enhance the
learning experience [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] regarding the artifacts presented, also showing
clear cognitive gains like memory enhancement and curiosity [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
Well-designed AR at museums can significantly afect the quality
of experience [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and the intentions of visitors to revisit the venue
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        AR has been used successfully to alleviate the issues of museum
de-contextualization. In the world-famous Acropolis Museum, AR
was incorporated in narratives, in an attempt to place the exhibits
to their original location, but also to provide virtual reconstructions,
to highlight details, etc. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Other studies have shown that positive
emotions and learning benefits were found when AR was used to
contextualize museum exhibits [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], and that the efective
communication of the original context through AR increased motivation
and curiosity [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-4">
      <title>CREATION OF A 3D WORLD USING 360-DEGREE PANORAMAS</title>
      <p>The AR application that we envisaged for the museum of Tripolis
required the virtual artifacts to be placed on the excavation sites at
their current state today. For this purpose, it was decided that 360°
immersive panoramas was the preferred way of transferring the
visitor to the site within a virtual environment.</p>
      <p>The usual method to create such panoramas involves a
complicated technique for acquiring the panoramic images needed. The
photographer must have a modern digital single lens reflex
camera (or dSLR), an ultra-wide angle (also called a fisheye) lens, and
a sturdy tripod with a special panoramic head. She then has to
position herself and the camera at the approximate center of the
site, and start taking photos at specific angle increments in order
to fully capture the surrounding space in a circular fashion; then
the camera is tilted at a specific angle and another set of photos is
recorded. Afterwards, photos must be stitched together via
dedicated software. If the results are not satisfactory, the photographer
has to repeat the complete procedure from scratch. The
aforementioned method has the indisputable advantage of very high quality
panoramic images. However, the photographer has to carry bulky
equipment, often by foot at remote areas, like some of the
excavation sites in Arcadia. In order to assemble the set-up, considerable
time is needed, which is invaluable in situations where lighting
conditions require fast response from the operator (like sunrise or
the “golden hour” before sunset). The equipment is susceptible to
adverse weather conditions, like extreme heat (often experienced
in Greek outdoor settings), that could melt soft camera and tripod
parts, or gusts of wind that could cause the tripod to fall and the
camera and lens to be damaged. Working with a laptop on-site to
acquire the huge datasets produced and stitch them together takes
a lot of time, making a re-shot impossible in certain cases.</p>
      <p>For these reasons, we followed a hybrid approach. While a
traditional setup, as described above, was used for each archaeological
site, backup 360° equirectangular panoramic images were captured
using the Google Street View application on a current high-end
Android smartphone. The application uses the device’s
accelerometer to understand the orientation of the device. A visual guide
assists the operator at capturing all the diferent angles required for
a full 360° panoramic image. After capturing is complete, the
software automatically stitches together all the captured images and
the photographer can preview the result in almost real time, like
a user would view the result on his/her smartphone. As one
realizes, the process is much more straightforward than the traditional
method. The smartphone used weighs just about 150g, while the
traditional 360° photography equipment weighs at least 1.5kg, even
with modern mirrorless cameras. Carrying a laptop or transferring
the images to a workstation is not required and the automation
that the application provides at stitching and presenting the final
panorama to the user in nearly real time is indispensable. The
photographer can instantly decide if the result is satisfactory or not,
and quickly proceed on re-shooting. It should also be noted that
modern smartphones possess high resolution imaging sensors with
HDR (high dynamic range) capabilities and are able to produce
very high quality pictures assisted by computational photography
processing techniques.</p>
      <p>In our captures, some image stitching errors occurred either with
the specialized software or with the smartphone application and
were easily corrected using Adobe Photoshop. The final images
where resized and compressed so that the experience would be
seamless even on modestly powerful smartphones
4</p>
    </sec>
    <sec id="sec-5">
      <title>IMPLEMENTATION OF THE AR APP</title>
      <p>Our AR app can be used on Android smartphones. Visitors point
the camera of their smartphone at AR-enabled exhibits and they
can explore the place that the exhibit was actually found in, with
their phone as a window to the archaeological site (Figures 1, 2).</p>
      <p>Regarding the recognition of AR-enabled exhibits by the app,
at first we created a cloud database with various pictures of the
exhibits using the Vuforia framework and linked it to Unity, the
real time graphics engine that we used for our implementation.
Unfortunately, tests of the image recognition algorithms in situ did
not yield satisfactory results. Our experimentation revealed that the
algorithms were adversely afected by changing lighting conditions.</p>
      <p>These are, however, unavoidable in the Archaeological Museum
of Tripolis, since it depends mostly on natural lighting and direct
sunlight comes through. Therefore, we decided to not use image
recognition and, instead, assign a QR code to every exhibit that we
wanted to augment. Building the cloud database with the QR codes
and their respective information, testing and integrating with the
graphics engine produced the desirable results.</p>
      <p>As described in the previous section, for each exhibit we acquired
360° panoramic photographs of the place it was found in. Then, in
Unity, we built a 3D world as a spherical structure with inverted
normals and applied these panoramic images as textures over it. We
provided a first-person controller view using the mobile phone’s
accelerometer and gyrometer to add interaction and control the
viewpoint towards the mixed environment, thus giving the ability
to explore the simulated physical site via one’s phone screen.
Finally, we added a minimalistic GUI to our app, providing additional
information about each archaeological site (location, directions,
etc.).
5</p>
    </sec>
    <sec id="sec-6">
      <title>PILOT APPLICATION</title>
      <p>In the Archaeological Museum of Tripolis, our AR app was carefully
coupled with targeted narratives designed for the various exhibits.
The narratives asked visitors to imagine diferent landscapes and
the social circumstances in ancient times, and AR provided a view
of these landscapes as they are today. In addition, the museum
experience was accompanied by maps that would provide directions
to the visitor to reach diferent archaeological sites in the wider
region.</p>
      <p>Since technological interference can interrupt the cultural
experience happening in the museum, we decided that the AR app
should not be accessible during one’s initial visit to the museum but
only during a second walk. The visitors, holding their smartphone,
can then follow a diferent route, looking for the exhibits that have
useful information to be triggered.
6</p>
    </sec>
    <sec id="sec-7">
      <title>PATHS FOR FURTHER WORK</title>
      <p>Being a work in progress, the present study can be completed and
extended on several axes. First and foremost, we believe that such
novel methods need to be a part of the greater framework and design
of the museum experience. Their outcomes can be maximized when
they are incorporated in the design of the exhibition and integrated
into the curatorial plan. In our deployment at the Archaeological
Museum of Tripolis we made a substantial efort to this end, as
outlined above. In the general case, aspects to study further are:
• how to decide which objects will be augmented, balancing
the coverage of the museum collection and the number of
promoted archaeological sites with the induced costs and
complexity for producing the required AR material;
• how to show to the visitor which exhibits are augmented in
the museum, taking into account the technologies available
and any other factors that may afect their applicability (in
our case, for example, we had to use QR codes instead of the
more elegant direct recognition);
• what augmentation material to provide, and in what form
(text, image, audio, video);
• how to support the cultural experience without afecting it
adversely in any way (for example, avoiding visitor
distraction);
• what are the visitor expectations out of such technological
approaches, in regards to a cost efective app;
• how to evaluate the outcomes of such technological
approaches.</p>
      <p>We plan on conducting broader testing and summative
evaluation of our efort in order to assess usability issues of our app with
the wider public, user satisfaction, and efectiveness of the
application in regards to its objectives (contextualization, promotion of
close-by sites, etc.). This evaluation will hopefully demonstrate the
potential of AR in contextualizing museum experiences.</p>
      <p>
        Regarding the app itself, the virtual world implemented and
the use of interactive real time graphics on commodity devices
can provide a starting platform for gamification eforts and related
research; gamification by itself has also been shown to have positive
efects on museum experiences [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
7
      </p>
    </sec>
    <sec id="sec-8">
      <title>CONCLUSIONS</title>
      <p>Augmented Reality is a powerful tool that can enrich visitor
experiences, increase learning and attract visitors, but also a tool that
can support contextualization of museum objects and contribute to
directing visitors to less well-known venues and sites. The present
work investigated issues of museum de-contextualization, and
introduced the design and implementation of an AR app to bring
the original landscape in the museum experience and promote
archaeological places in the wider Arcadian region. Technical aspects
of the complete process were described, and relevant challenges
were explained together with the solutions applied. Finally, our
roadmap to complete the present work was outlined, by evaluating
its approach as well as its efectiveness and by extending it towards
further interesting directions.</p>
      <p>Our future works will focus on testing alternative ways of
incorporating the AR experience in the museum visit by minimizing
possible intrusive elements. We will also work with reconstructions
of the original sites and show the objects not only in the landscape,
as it is today but also project them in the reconstructions of the sites.
In addition, we are already working with a tool for archaeologists
and visitors to show the exact position and location of the object as
it was found during the excavation. This can be available to visitors
of both the sites and the museum.</p>
    </sec>
    <sec id="sec-9">
      <title>ACKNOWLEDGEMENTS</title>
      <p>This work has been realized within the project “CrossCult” funded
by the European Union’s Horizon 2020 research and innovation
program, Grant #693150. We are also grateful to the Ephorate of
Antiquities of Arcadia and the Archaeological Museum of Tripolis
(Greece) for their cooperation.</p>
    </sec>
  </body>
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