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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Pepper4Museum: Towards a Human-like Museum Guide</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giovanna Castellano</string-name>
          <email>giovanna.castellano@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nicola Macchiarulo</string-name>
          <email>nicola.macchiarulo@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Berardina De Carolis</string-name>
          <email>berardina.decarolis@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gennaro Vessio</string-name>
          <email>gennaro.vessio@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science, University of Bari Aldo Moro</institution>
          ,
          <addr-line>Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <abstract>
        <p>With the recent advances in technology, new ways to engage visitors in a museum have been proposed. Relevant examples range from the simple use of mobile apps and interactive displays to virtual and augmented reality settings. Recently social robots have been used as a solution to engage visitors in museum tours, due to their ability to interact with humans naturally and familiarly. In this paper, we present our preliminary work on the use of a social robot, Pepper in this case, as an innovative approach to engaging people during museum visiting tours. To this aim, we endowed Pepper with a vision module that allows it to perceive the visitor and the artwork he is looking at, as well as estimating his age and gender. These data are used to provide the visitor with recommendations about artworks the user might like to see during the visit. We tested the proposed approach in our research lab and preliminary experiments show its feasibility.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Computing methodologies → Visual content-based
indexing and retrieval; • Applied computing → Fine arts; •
Humancentered computing → Interactive systems and tools.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        In the last few years, due to technology improvements and
drastically declining costs, many innovative Information and
Communication Technology (ICT) solutions have been applied to the cultural
domain, with the aim of making art more accessible and engaging
to a wider population [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. One of the most promising ICT
applications in this domain concerns the provision of personalized services,
in which the visitor’s specific characteristics and preferences are
taken into account [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], and recommendation of personalized
museum visiting paths [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Monitoring what visitors are looking at,
what they like or dislike, etc., can be used to personalize and
enhance their experience during the visit [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. Successful applications
range from the simple use of mobile apps and interactive displays
to virtual and augmented reality settings.
      </p>
      <p>
        For instance, in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] an indoor location-aware architecture, which
relies on a wearable device to automatically provide the user with
cultural content related to the observed artwork, is proposed. A
similar approach was followed in [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], where Zhang et al. proposed
the use of a wearable camera equipped with image processing
capabilities to solve the task of artwork identification within a
museum. A remarkable contribution to the topic of personalized visit
experience was provided in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], where Bartolini et al. proposed
a context-aware recommendation system aimed at supporting
intelligent multimedia services for the users. In [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], the
authors explored the possibility to harness electroencephalograph
(EEG) signals captured by of-the-shelf EEG low-cost headsets to
understand if an artwork is of interest for a visitor. More recently,
Cardoso et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] proposed the use of a mobile application to set
museum itineraries where visitors can move at their own pace and,
at the same time, have all the complementary information they
need about points of interest adapted to the user’s needs.
      </p>
      <p>
        A recent solution to engage visitors in museum tours is to use
social robots. Social robots are embodied, autonomous agents that
communicate and interact with humans on a social and emotional
level. They represent an emerging field of research focused on
developing a “social intelligence” that aims to maintain the illusion
of dealing with a human being [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Thanks to their ability to
interact with humans in a natural and familiar way, social robots are
spreading more and more often into human life not only for
entertainment, but also to assist users in their activities of daily living, or
in teaching and educational settings. In particular, they can provide
novel, interactive social interfaces in cultural and tourism services
[
        <xref ref-type="bibr" rid="ref33">33</xref>
        ], thus improving the overall experience of the user [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
      </p>
      <p>
        Historical examples of museum tour guide robots include RHINO
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and Minerva [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. RHINO integrates low-level probabilistic
reasoning and high-level problem solving, embedded in first order
logic, to navigate at high speeds through dense crowds, while
reliably avoiding collisions with obstacles. Diferently from RHINO,
Minerva learns the map from sensor data and presents an improved
interaction system with the users. To do this, it adopts a “pervasively
probabilistic” approach, which relies on explicit representations
of uncertainty in perception and control. More recently, in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ],
Germak et al. developed a telepresence robot designed as a tool to
explore inaccessible areas of a cultural site. In [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] the humanoid
robot Pepper has been used as a tour guide in a museum. Pepper
was equipped with several modules, useful for accompanying
visitors and interacting with them. Suddrey et al. [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] recently showed
that the Pepper’s basic functionalities can be improved to enable
the robot to provide autonomous and interactive tours.
      </p>
      <p>In this context, the recent advances in Computer Vision are
allowing researchers to endow robots with novel and powerful
capabilities. In this paper, we present our preliminary work on the
use of a social robot, Pepper in this case, as a museum tour guide.
In particular, we present a vision-based approach for supporting
people during a museum visit. The vision module allows Pepper
to perceive the presence of a visitor and localize him in the space,
and estimating his age and gender. Moreover, a visual link retrieval
module gives Pepper the ability to take the image of the painting
observed by the visitor as a visual query to search for visually
similar paintings in the museum database. The robot uses these
data and other information acquired during the dialog to provide
the visitor with recommendations about similar artworks he might
like to see in the museum. We tested the proposed approach in our
research lab and preliminary experiments show its feasibility.
2</p>
    </sec>
    <sec id="sec-3">
      <title>PEPPER4MUSEUM</title>
      <p>Designing the behaviors of a social robot acting as a museum guide
requires endowing it with diferent capabilities that would provide
visitors with an engaging and efective experience during the visit.
These capabilities are meant to allow the robot to detect and localize
people in the museum, recognize artworks the visitor is looking at,
profile the user during the visit so as to generate suitable
recommendations, and finally engage people in the interaction using suitable
conversational skills. This is the final aim of the Pepper4Museum
project (Fig. 1) which exploits the combination of Computer Vision
and Social Robotics.</p>
      <p>As robot platform we use Pepper, a semi-humanoid robot
developed by SoftBank Robotics. It is an omnidirectional wheeled
humanoid robot equipped with several cameras and sensors. In the
following, the main modules we are developing for museum visit
assistance are briefly described.
2.1</p>
    </sec>
    <sec id="sec-4">
      <title>Museum Mapping and Localization</title>
      <p>
        Simultaneous Localization And Mapping (SLAM) is the problem
of constructing and updating a map of an unknown environment
while keeping track of the robot’s location within it. As building
maps is one of the fundamental tasks of mobile robots, a lot of
researchers focused on this problem. The SLAM algorithms mainly
use optical sensor data to reconstruct the map of the environment
and determine the orientation and position of the robot. There are
two common approaches to SLAM: Visual SLAM, based on data
captured from RGB or RGB-D cameras, and LiDAR (Light Detection
and Ranging) SLAM, based on data captured from laser sensors.
The approach based on LiDAR is typically faster and more accurate
than Visual SLAM [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. As far as concerns the Pepper’s capabilities
of mapping and navigating in an environment, Pepper is able, using
the NaoQI API, to: i) map the environment; and ii) localize itself and
navigate inside the mapped environment in accordance with the
SLAM approach. To this aim, Pepper uses its odometry and laser
sensors. Thus, as a first step, we developed a module that allows
Pepper to map the museum space moving around autonomously.
Then, once the mapping has been completed, the resulting map is
stored as a 2D image (see Fig. 2a). Successively, the map is
annotated with the points of interest close to the artworks’ position and
each point is tagged with the artwork ID. This ID is then used to
retrieve information about the corresponding artwork (i.e., author,
description, image, tags).
      </p>
      <p>
        Besides annotating the points of interest in the space, Pepper
has to detect and localize visitors in the mapped space. This is
done with the use of a particular deep neural network for object
detection. Specifically, we used SSD MobileNetV2 [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], a
state-ofthe-art deep learning model pre-trained on the MS COCO dataset
[
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], which is able to detect 80 diferent objects, including people.
Given the frames captured by the Pepper’s camera as an input,
SSD MobileNetV2 returns a bounding box around all the detected
people, as shown in Fig. 2b.
      </p>
      <p>We fused the information about the bounding box of a person
in the image with the data captured from the depth camera of the
robot in order to compute the coordinates of the visitor in the map
previously created with the SLAM algorithm. To determine if a
visitor is close to an artwork, we compute the Euclidean distance
between the person’s point and each point of the artwork. If the
distance is less than a threshold, Pepper approaches the visitor.
2.2</p>
    </sec>
    <sec id="sec-5">
      <title>Age and Gender Estimation</title>
      <p>
        In order to start gathering information about the target user, a
soft biometric module is used [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The soft biometric module
allows Pepper to automatically infer the age and gender of the user
who is interacting with it. The algorithm follows the approach
described in [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], which relies on a fine-tuned version of the VGG16
state-of-the-art deep convolutional neural network [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], using an
unconstrained image dataset. The capability of deep neural
networks to solve complex perceptual tasks has been shown in several
recent works (e.g., [
        <xref ref-type="bibr" rid="ref21 ref9">9, 21</xref>
        ]). Our approach showed a good
performance, as gender recognition reached an accuracy of 85%, while age
(a)
(b)
(c)
estimation reached an accuracy (±1 year) of 84% on the previously
mentioned dataset. Soft biometric traits can be used with two main
purposes: i) improving the recommender module performance by
ifltering recommendations accordingly; and ii) adapting the robot’s
dialogue to the person it is interacting with. In our museum
scenario, we used an approach similar to the one described in [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], in
which the robot uses a diferent level of formality in its dialogue,
based on the age and gender of the person being tracked (Fig. 2c).
2.3
      </p>
    </sec>
    <sec id="sec-6">
      <title>User Profiling and Recommender Module</title>
      <p>
        Understanding the user preferences may enable a social robot to
adapt its behavior accordingly, hence enhancing the user
satisfaction during the interaction [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. Usually this process is based on
explicit feedback, e.g. specific question answering or explicit rating
of items. However, this approach, albeit more precise and reliable,
is time consuming and requires an efort by the user.
      </p>
      <p>
        Recent trends use approaches based on implicit feedback that
can be inferred by observing and analyzing user’s behavior without
interrupting the user engagement in the interaction. In the museum
visit context, we decided to exploit a hybrid approach that combines
observations of the user behavior with explicit questions asked by
the robot during the interaction. Then, thanks to the soft
biometric analysis, information about user gender and age is used as a
feature for triggering an initial stereotypical model for the visitor
[
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Moreover, these data can be used to tailor the dialog and the
information presented to the visitor (i.e., descriptions provided to a
child will be diferent from those provided to an adult). In addition,
these data, together with information about what is of interest for
the visitor (inferred by observing what the visitor is looking at and
by answering to specific questions during the visit), can be used to
trigger the recommendation about what to see next in the museum.
This phase represents an active process of feedback and preference
acquisition that allows the robot to acquire new information that
can be used for refining subsequent recommendations.
2.4
      </p>
    </sec>
    <sec id="sec-7">
      <title>Visual Link Retrieval</title>
      <p>
        The proposed module for link retrieval assumes that the robot has
knowledge about the artworks exhibited in the museum. The goal is
to project the raw pixel images into a new, numerical feature space
in which to search for similarities among paintings [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. These
similarities can be used to provide semantic links among paintings
so as to recommend artworks a visitor may be interested in.
      </p>
      <p>The proposed method is mainly based on “visual attributes”
automatically learned by a VGG16-based model. The resulting high
dimensional representation is then embedded in a more compact
feature space by applying Principal Component Analysis. Finally,
similarities among paintings, i.e. visual links, are obtained through
a distance measure in a completely unsupervised Nearest Neighbor
fashion. The proposed method thus provides the nearest neighbors
for each query image, that are those images more similarly linked
to the input query. Relying on a completely unsupervised approach
makes the proposed method simple and practical, as it excludes the
necessity to acquire labels of visual links, which can be unavailable
or very dificult to collect.
2.5</p>
    </sec>
    <sec id="sec-8">
      <title>Behavior Manager</title>
      <p>A behavior is a program that combines and coordinates the
utterances, gestures, expressions, touch-screen interactive elements,
and locomotion based on the current robot perceptions. In the
context of museum visiting, the behavior manager module can trigger
a particular behavior according to two approaches: reactive and
proactive.</p>
      <p>In the reactive case, the triggered behavior is an answer to the
recognized user’s intent. In particular, user input can be provided
via voice or through a touch screen. In the first case, the input
is processed by the automated speech recognition module that is
already encoded in the programming environment of the robot. In
the second case, the user can interact with the tablet of the robot,
which shows the available choices. It is worth stating that the touch
screen is needed, since the overall quality of the speech recognition
module encoded in Pepper is typically low. At the current stage of
implementation of the system, five families of intents are captured:
greet, small_talk, current_painting information, suggestions, and tour.
Clearly, each intent invokes a diferent, more or less complex,
behavior as an answer. In the proactive case, a rule-based system, in
which the current state of the perception is periodically matched
with the preconditions of rules, has been adopted. Then, the
behavior associated to the selected rule is executed. If no rule is selected,
the robot executes the idle behavior in which it moves a bit around,
randomly displaying on its tablet artworks present in the museum
exhibition with the invitation to ask about them. Each behavior
may require the fulfillment of a service execution in the cloud of
Pepper4Museum as in the case of the recommendation generation.
3</p>
    </sec>
    <sec id="sec-9">
      <title>PRELIMINARY STUDY</title>
      <p>As a proof of concept, we preliminarly investigated the efectiveness
of the diferent modules embedded in Pepper4Museum.</p>
      <p>
        About the gender and age estimation, the soft biometric module
in the wild was able to recognize with 87.5% accuracy the gender of
the visitors and with 62.5% accuracy the age of the visitors (more
details in [
        <xref ref-type="bibr" rid="ref14 ref8">8, 14</xref>
        ]). The classification of the age was lower than we
expected because the interaction in the wild did not guarantee a
static and frontal position of the user with respect to the camera.
Also the variation of lighting conditions influenced the analysis of
the face for age estimation.
      </p>
      <p>Then, we tested the visual link retrieval method on a database
collecting paintings of 50 very popular painters. We used data
provided by the Kaggle platform,1 scraped from an art challenge
Website.2 Artists belong to very diferent epochs and painting schools,
ranging from Giotto di Bondone and Renaissance painters such as
Leonardo da Vinci and Michelangelo, to Modern Art exponents,
including Pablo Picasso, Salvador Dalí, and so on. Once the reduced
features representing paintings were obtained, we applied the
Nearest Neighbor matching mechanism to derive, for each query image,
the top  matching images ( = 3 in this case). To give an
illustrative example of the behavior of our system, in Fig. 3 we provide
three sample image queries, together with the corresponding top
visually linked artworks retrieved by the system. For each query, a
brief description of the results is given below:</p>
      <p>Q1 The first image query is the Romanticist “Fort Vimieux” by
William Turner, depicting a classic red sunset of the author.
It can be seen that the system was able to retrieve paintings
similar both in content and color distribution.</p>
      <p>Q2 The second query is the Impressionist “Confluence of the
Seine and the Loing” by Alfred Sisley. It can be noticed that
the three neighbors, i.e. two artworks by Camille Pissarro
and a work by Claude Monet, share the same painting style,
characterized by the typical color vibration.</p>
      <p>Q3 Finally, we considered as query a version of the “Sunflowers”
series by Vincent van Gogh. As expected, the 3-top images
retrieved by the system represent still lifes, two of them by
Renoir, the other one by Edouard Manet.</p>
      <p>Based on a qualitative evaluation of the retrieval results, we can
conclude that, overall, the proposed system is able to find visual
links that are not in contrast with the human perception. The visual
links discovered by the system are suficiently justifiable by a human
observer and in most cases resemble the intrinsic criteria humans
adopt to link visual arts. These criteria combine visual elements,
1https://www.kaggle.com/ikarus777/best-artworks-of-all-time
2http://artchallenge.ru
such as colors and shapes, and conceptual elements, such as subject
matter and meaning of the painted scene.</p>
      <p>The mapping and localization process could not be tested in a real
museum due to the COVID-19 emergency. We tested this module in
the “Museum of History of Computers” located in our department
and we observed that its performance was overall acceptable. Some
delay was registered when Pepper found an unexpected obstacle
on its planned path (e.g., people crossing). The other modules need
to be tested in the wild as soon as it will be possible.</p>
    </sec>
    <sec id="sec-10">
      <title>4 CONCLUSION AND FUTURE WORK</title>
      <p>
        In this paper, we have presented our preliminary work towards
the development of Pepper4Museum: a human-like museum guide.
Promising results in our research lab have been obtained. As future
work, we plan to test and refine all the behaviors we implemented in
this domain. Then, in order to run an experiment in a real museum
context, a test on the integration of the described components is
needed. A test in a museum will allow for measuring the visitor
experience and evaluating the impact of this technology in this
context. Finally, it is worth remarking that the data collected by
Pepper represent a valuable source of information that can be
profitably used to better understand and predict the visitors’ behavior
[
        <xref ref-type="bibr" rid="ref18 ref19 ref23">18, 19, 23</xref>
        ]. Such an analysis could be carried out by means of graph
theory, e.g. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], or process mining techniques [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
    </sec>
    <sec id="sec-11">
      <title>ACKNOWLEDGMENTS</title>
      <p>Funding for this work was partially provided by Fondazione Puglia
that supported the Italian project “Programmazione Avanzata di
Robot Sociali Intelligenti”. Gennaro Vessio acknowledges funding
support from the Italian Ministry of Education, University and
Research through the PON AIM 1852414 project.</p>
    </sec>
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