=Paper= {{Paper |id=Vol-2687/paper1 |storemode=property |title="Take me Home": AR to Connect Exhibits to Excavation Sites |pdfUrl=https://ceur-ws.org/Vol-2687/paper1.pdf |volume=Vol-2687 |authors=Angeliki Antoniou,George Lepouras,Apostolos Kastritsis,Jason Diakoumakos,Yannis Aggelakos,Nikos Platis |dblpUrl=https://dblp.org/rec/conf/avi/AntoniouLKDAP20 }} =="Take me Home": AR to Connect Exhibits to Excavation Sites== https://ceur-ws.org/Vol-2687/paper1.pdf
     “Take me Home”: AR to Connect Exhibits to Excavation Sites
               Angeliki Antoniou                                         George Lepouras                              Apostolos Kastritsis
     Department of Archival, Library and                          Department of Informatics and                Institute for Language and Speech
            Information Studies                                       Telecommunications                                    Processing
          University of West Attica                               University of the Peloponnese                 Athena Research and Innovation
              Aegaleo, Greece                                           Tripolis, Greece                                      Centre
           angelant@uniwaop.gr                                         g.lepouras@uop.gr                                  Athens, Greece
                                                                                                                      kastritsis@gmail.com

             Jason Diakoumakos                                           Yannis Aggelakos                                  Nikos Platis
        Department of Informatics and                         Yannis Aggelakos Creative Services                 Department of Informatics and
            Telecommunications                                         Tripolis, Greece                              Telecommunications
        University of the Peloponnese                            aggelakospnm@gmail.com                          University of the Peloponnese
               Tripolis, Greece                                                                                        Tripolis, Greece
              iasonasdi@uop.gr                                                                                          nplatis@uop.gr

ABSTRACT                                                                               and are exhibited in the central museum of the region. Regional mu-
We present the design and implementation of an AR application that                     seums like the one in Tripolis are a very good and practical solution
connects museum objects to their original locations in archaeologi-                    in collecting items from different locations and exhibiting them in
cal sites; our aim is both to solve the museum de-contextualization                    one place; however, over the years it was realized that an important
problem and to promote exploration of the archaeological sites in                      weakness of this practice was the de-contextualization of the experi-
a region. The application projects the museum object upon the                          ence. Many researchers agree that a museum exhibit is not merely a
archaeological site and its original location, bringing the landscape                  material object that needs to be protected and displayed, but mostly
into the museum experience. We outline technical challenges en-                        a synthesis of practices, values, beliefs, traditions, memories, etc.
countered and solutions adopted. Since this is a work in progress,                     [4, 12]. Thus, removing the object from its original location and
further user testing remains to evaluate our approach and the app.                     bringing it in the museum may solve many practical problems, but
                                                                                       gives rise to important de-contextualization issues regarding the
CCS CONCEPTS                                                                           visitor’s experience with the object, which need to be addressed
                                                                                       by re-contextualizing the object, also addressing visitor needs for
• Information systems → Information systems applications; • Ap-
                                                                                       “making sense” of the presented content and their relation to their
plied computing; • Human-centered computing → Systems
                                                                                       original locations [1].
and tools for interaction design;
                                                                                          In this light, the famous Norwegian painter J.C. Dahl (1788–1857)
                                                                                       criticized the de-contextualizing character of museums and pro-
KEYWORDS
                                                                                       posed the landscape as a museum in itself, stressing the importance
Augmented reality, Cultural Heritage, Museum, Contextualization                        of the landscape in the museum experience: “This conflation of
ACM Reference Format:                                                                  museum skepticism and the launching of the landscape as museum
Angeliki Antoniou, George Lepouras, Apostolos Kastritsis, Jason Diak-                  constitutes an interesting and overlooked contribution to a famil-
oumakos, Yannis Aggelakos, and Nikos Platis. 2020. “Take me Home”: AR                  iar debate, namely the century-old critique of the museum as an
to Connect Exhibits to Excavation Sites. In Proceedings of 𝐴𝑉 𝐼 2𝐶𝐻 2020:              instrument of deadening de-contextualization.” [8].
Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage              Another consequence of exhibiting items collectively in regional
(𝐴𝑉 𝐼 2𝐶𝐻 2020). ACM, New York, NY, USA, 4 pages.                                      museums, which are usually located in the central, most well-
                                                                                       known city of the region, is that visitors are amassed there. In
1    INTRODUCTION                                                                      recent years, this tendency of mass tourism to collect in specific
The Archaeological Museum of Tripolis (Greece) is located in the                       locations has led to serious sustainability issues of cultural heritage.
prefecture of Arcadia (around 160 km southwest of Athens). It                          Thus, many local authorities, especially in areas not so well-known
houses a very important collection of Neolithic (10000 BC–7000                         to tourists, like Arcadia, are trying to find ways to redirect visi-
BC), Early Hellenic (200 BC–2000 BC), Mycenaean (1600 BC–1100                          tors to further locations within their region; this would expand
BC), Geometric (1100 BC–800 BC), Archaic (800 BC–500 BC), and                          cultural tourism and boost local economies by capitalizing on dif-
Roman (146 BC–330 AD) ancient items. Like in most regional muse-                       ferent tourist routes and alternative cultural experiences [10]. Re-
ums, the items come from different excavation sites around Arcadia                     contextualizing the objects in museums has, in this respect, the
                                                                                       potential to raise awareness of the respective cultural destinations.
                                                                                          The present study is a work in progress, aiming at connecting
𝐴𝑉 𝐼 2𝐶𝐻 2020, September 29, Island of Ischia, Italy
© Copyright 2020 for this paper by its authors. Use permitted under Creative Commons   specific museum objects to their original excavation site in an
License Attribution 4.0 International (CC BY 4.0).                                     attempt to
𝐴𝑉 𝐼 2𝐶𝐻 2020, September 29, Island of Ischia, Italy                                                                         Angeliki Antoniou et al.


     • provide important contextual information,                           has to repeat the complete procedure from scratch. The aforemen-
     • use landscape as an important contextual element,                   tioned method has the indisputable advantage of very high quality
     • highlight and enrich artifacts,                                     panoramic images. However, the photographer has to carry bulky
     • highlight historical places and archaeological sites in the         equipment, often by foot at remote areas, like some of the excava-
       wider region of Arcadia,                                            tion sites in Arcadia. In order to assemble the set-up, considerable
     • direct visitors to less well-known locations and motivate           time is needed, which is invaluable in situations where lighting
       them to visit the archaeological sites around the prefecture        conditions require fast response from the operator (like sunrise or
       of Arcadia.                                                         the “golden hour” before sunset). The equipment is susceptible to
                                                                           adverse weather conditions, like extreme heat (often experienced
2    LITERATURE REVIEW                                                     in Greek outdoor settings), that could melt soft camera and tripod
Connecting the museum’s objects to excavation sites can be ben-            parts, or gusts of wind that could cause the tripod to fall and the
eficial, since it would connect the artifacts to the places of their       camera and lens to be damaged. Working with a laptop on-site to
origin, thus providing important contextual information. Past ef-          acquire the huge datasets produced and stitch them together takes
forts showed the importance of contextual experiences in Cultural          a lot of time, making a re-shot impossible in certain cases.
                                                                              For these reasons, we followed a hybrid approach. While a tradi-
Heritage (CH) in enhancing the visitor experience, by adding con-
                                                                           tional setup, as described above, was used for each archaeological
textual displays and contextual installations in different venues [1].
Different approaches have been tried, from targeted narratives that        site, backup 360° equirectangular panoramic images were captured
vividly describe the place of origin of the exhibit and directly ask       using the Google Street View application on a current high-end
the user to visit nearby locations [7], to installations and applica-      Android smartphone. The application uses the device’s accelerom-
tions that allow sensory interactions involving smell, touch and           eter to understand the orientation of the device. A visual guide
sound, with visual and aural feedback [2].                                 assists the operator at capturing all the different angles required for
   Augmented Reality (AR) techniques can enrich the experience             a full 360° panoramic image. After capturing is complete, the soft-
and increase the interest of the visitors, as well as enhance the learn-   ware automatically stitches together all the captured images and
ing experience [15] regarding the artifacts presented, also showing        the photographer can preview the result in almost real time, like
clear cognitive gains like memory enhancement and curiosity [9].           a user would view the result on his/her smartphone. As one real-
                                                                           izes, the process is much more straightforward than the traditional
Well-designed AR at museums can significantly affect the quality
                                                                           method. The smartphone used weighs just about 150g, while the
of experience [13] and the intentions of visitors to revisit the venue
[5].                                                                       traditional 360° photography equipment weighs at least 1.5kg, even
   AR has been used successfully to alleviate the issues of museum         with modern mirrorless cameras. Carrying a laptop or transferring
de-contextualization. In the world-famous Acropolis Museum, AR             the images to a workstation is not required and the automation
was incorporated in narratives, in an attempt to place the exhibits        that the application provides at stitching and presenting the final
to their original location, but also to provide virtual reconstructions,   panorama to the user in nearly real time is indispensable. The pho-
to highlight details, etc. [6]. Other studies have shown that positive     tographer can instantly decide if the result is satisfactory or not,
emotions and learning benefits were found when AR was used to              and quickly proceed on re-shooting. It should also be noted that
contextualize museum exhibits [3], and that the effective commu-           modern smartphones possess high resolution imaging sensors with
                                                                           HDR (high dynamic range) capabilities and are able to produce
nication of the original context through AR increased motivation
                                                                           very high quality pictures assisted by computational photography
and curiosity [11].
                                                                           processing techniques.
                                                                              In our captures, some image stitching errors occurred either with
3    CREATION OF A 3D WORLD USING                                          the specialized software or with the smartphone application and
     360-DEGREE PANORAMAS                                                  were easily corrected using Adobe Photoshop. The final images
The AR application that we envisaged for the museum of Tripolis            where resized and compressed so that the experience would be
required the virtual artifacts to be placed on the excavation sites at     seamless even on modestly powerful smartphones
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.                          4   IMPLEMENTATION OF THE AR APP
   The usual method to create such panoramas involves a compli-            Our AR app can be used on Android smartphones. Visitors point
cated technique for acquiring the panoramic images needed. The             the camera of their smartphone at AR-enabled exhibits and they
photographer must have a modern digital single lens reflex cam-            can explore the place that the exhibit was actually found in, with
era (or dSLR), an ultra-wide angle (also called a fisheye) lens, and       their phone as a window to the archaeological site (Figures 1, 2).
a sturdy tripod with a special panoramic head. She then has to                Regarding the recognition of AR-enabled exhibits by the app,
position herself and the camera at the approximate center of the           at first we created a cloud database with various pictures of the
site, and start taking photos at specific angle increments in order        exhibits using the Vuforia framework and linked it to Unity, the
to fully capture the surrounding space in a circular fashion; then         real time graphics engine that we used for our implementation.
the camera is tilted at a specific angle and another set of photos is      Unfortunately, tests of the image recognition algorithms in situ did
recorded. Afterwards, photos must be stitched together via dedi-           not yield satisfactory results. Our experimentation revealed that the
cated software. If the results are not satisfactory, the photographer      algorithms were adversely affected by changing lighting conditions.
“Take me Home”: AR to Connect Exhibits to Excavation Sites                                        𝐴𝑉 𝐼 2𝐶𝐻 2020, September 29, Island of Ischia, Italy


                                                                        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 different archaeological sites in the wider
                                                                        region.
                                                                           Since technological interference can interrupt the cultural ex-
                                                                        perience 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 different route, looking for the exhibits that have
                                                                        useful information to be triggered.

                                                                        6   PATHS FOR FURTHER WORK
                                                                        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
Figure 1: Archaic head of kore originally found at Man-                 they are incorporated in the design of the exhibition and integrated
tineia.                                                                 into the curatorial plan. In our deployment at the Archaeological
                                                                        Museum of Tripolis we made a substantial effort 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 affect their applicability (in
                                                                              our case, for example, we had to use QR codes instead of the
Figure 2: Marble stele originally found at the ancient site of                more elegant direct recognition);
Orchomenos.                                                                 • what augmentation material to provide, and in what form
                                                                              (text, image, audio, video);
                                                                            • how to support the cultural experience without affecting it
These are, however, unavoidable in the Archaeological Museum                  adversely in any way (for example, avoiding visitor distrac-
of Tripolis, since it depends mostly on natural lighting and direct           tion);
sunlight comes through. Therefore, we decided to not use image              • what are the visitor expectations out of such technological
recognition and, instead, assign a QR code to every exhibit that we           approaches, in regards to a cost effective app;
wanted to augment. Building the cloud database with the QR codes            • how to evaluate the outcomes of such technological ap-
and their respective information, testing and integrating with the            proaches.
graphics engine produced the desirable results.                            We plan on conducting broader testing and summative evalua-
   As described in the previous section, for each exhibit we acquired   tion of our effort in order to assess usability issues of our app with
360° panoramic photographs of the place it was found in. Then, in       the wider public, user satisfaction, and effectiveness of the appli-
Unity, we built a 3D world as a spherical structure with inverted       cation in regards to its objectives (contextualization, promotion of
normals and applied these panoramic images as textures over it. We      close-by sites, etc.). This evaluation will hopefully demonstrate the
provided a first-person controller view using the mobile phone’s        potential of AR in contextualizing museum experiences.
accelerometer and gyrometer to add interaction and control the             Regarding the app itself, the virtual world implemented and
viewpoint towards the mixed environment, thus giving the ability        the use of interactive real time graphics on commodity devices
to explore the simulated physical site via one’s phone screen. Fi-      can provide a starting platform for gamification efforts and related
nally, we added a minimalistic GUI to our app, providing additional     research; gamification by itself has also been shown to have positive
information about each archaeological site (location, directions,       effects on museum experiences [14].
etc.).
                                                                        7   CONCLUSIONS
5    PILOT APPLICATION                                                  Augmented Reality is a powerful tool that can enrich visitor expe-
In the Archaeological Museum of Tripolis, our AR app was carefully      riences, increase learning and attract visitors, but also a tool that
coupled with targeted narratives designed for the various exhibits.     can support contextualization of museum objects and contribute to
The narratives asked visitors to imagine different landscapes and       directing visitors to less well-known venues and sites. The present
𝐴𝑉 𝐼 2𝐶𝐻 2020, September 29, Island of Ischia, Italy                                                                                                   Angeliki Antoniou et al.


work investigated issues of museum de-contextualization, and in-                               Using Augmented Reality. Studies in Digital Heritage 2, 1 (Sept. 2018), 42–67.
troduced the design and implementation of an AR app to bring                                   https://doi.org/10.14434/sdh.v2i1.24500
                                                                                          [12] Alda Rodrigues. 2016. People and Things: Questions Museums Make us Ask
the original landscape in the museum experience and promote ar-                                and Answer. Royal Institute of Philosophy Supplement 79 (Oct. 2016), 199–216.
chaeological places in the wider Arcadian region. Technical aspects                            https://doi.org/10.1017/s135824611600014x
                                                                                          [13] Anne Bationo Tillon, Eric Marchand, Jean Laneurit, Fabien Servant, Isabelle
of the complete process were described, and relevant challenges                                Marchal, and Pascal Houlier. 2010. A day at the museum: An augmented fine-art
were explained together with the solutions applied. Finally, our                               exhibit. In 2010 IEEE International Symposium on Mixed and Augmented Reality
roadmap to complete the present work was outlined, by evaluating                               - Arts, Media, and Humanities. IEEE. https://doi.org/10.1109/ismar-amh.2010.
                                                                                               5643290
its approach as well as its effectiveness and by extending it towards                     [14] Yuchen Weng, Tao Shen, Sihuang Chen, and Bing Xiao. 2019. Gamification in
further interesting directions.                                                                Local Intangible Cultural Heritage Museums for Children: A Case Design. In
    Our future works will focus on testing alternative ways of in-                             Lecture Notes in Computer Science. Springer International Publishing, 233–245.
                                                                                               https://doi.org/10.1007/978-3-030-23538-3_18
corporating the AR experience in the museum visit by minimizing                           [15] Susan A. Yoon, Karen Elinich, Joyce Wang, Christopher Steinmeier, and Sean
possible intrusive elements. We will also work with reconstructions                            Tucker. 2012. Using augmented reality and knowledge-building scaffolds to im-
                                                                                               prove learning in a science museum. International Journal of Computer-Supported
of the original sites and show the objects not only in the landscape,                          Collaborative Learning 7, 4 (Aug. 2012), 519–541. https://doi.org/10.1007/s11412-
as it is today but also project them in the reconstructions of the sites.                      012-9156-x
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.

ACKNOWLEDGEMENTS
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.

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