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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Physical Counterpart</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Filip Sprostan</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matjaž Kljun</string-name>
          <email>matjaz.kljun@upr.si</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Klen Čopič Pucihar</string-name>
          <email>klen.copic@famnit.upr.si</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Faculty of Information Studies</institution>
          ,
          <addr-line>Novo Mesto</addr-line>
          ,
          <country country="SI">Slovenia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Stellenbosch University, Department of Information Science</institution>
          ,
          <addr-line>Stellenbosch</addr-line>
          ,
          <country country="ZA">South Africa</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Primorska, Faculty of Mathematics</institution>
          ,
          <addr-line>Natural Sciences and Information Technologies, Koper</addr-line>
          ,
          <country country="SI">Slovenia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Traditional photography often fails to capture the complete appearance, and depth qualities of objects like monuments. Additionally, historical artefacts and museum pieces may be of-limits for physical engagement due to their age and preservation needs. Augmented reality (AR) and tangible user interfaces (TUIs) provide viable solutions to these challenges by allowing users to interact with replicated physical artefacts, with which they control the digital replica with the correct look and additional information. In this paper we explore the feasibility of creating real-looking digital replicas of physical objects representing historical and cultural heritage artefacts, as well as creating and interacting with physical replicas to control the digital one. To this end, we demonstrate the design and fabrication process of our solution. We first used photogrammetry for creating 3D models of real-world objects from multiple photographs. These 3D models were then 3D printed as physical objects to be interacted with. Unity and Vuforia (an augmented reality software development kit) were used for developing object detection and tracking. Specifically, through the Model Target feature of Vuforia, the trained 3D models were seamlessly incorporated into Unity, enabling real-time recognition and precise tracking of the object as well as overlay the material information and display additional information.</p>
      </abstract>
      <kwd-group>
        <kwd>tangible user interface</kwd>
        <kwd>TUI</kwd>
        <kwd>AR</kwd>
        <kwd>augmented reality</kwd>
        <kwd>photogrammetry</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>Traditional photography often falls short in capturing the complete appearance, depth, and
material qualities of historical artefacts, potentially distorting perception and leading to
misunderstandings. It is not uncommon for such artefacts to be strictly of-limits for physical
engagement due to preservation attempts. In addition, it can also be dificult to visit places
where such objects are exhibited. Nevertheless, it is widely acknowledged that physical
interaction with objects facilitates deeper comprehension and familiarity. The advent of augmented
reality (AR) and tangible user interfaces (TUIs) ofers a viable solution to this issue by replicating
diferent artefacts, allowing users to engage with them without compromising the integrity of
the originals.
nEvelop-O
Pucihar)
CEUR
Workshop
Proceedings</p>
      <p>In our quest to enhance the immersive experience with AR and physical objects we explored
the feasibility of (i) creating real-looking digital replicas of physical objects representing
historical and cultural heritage artefacts, as well as (ii) creating and interacting with physical
replicas to control digital ones. To this end we describe the fabrication process of digital and
physical copies of historical artefacts. First, we used photogrammetry to extract 3D data from
multiple photographs of a particular object, enabling the precise reconstruction of an accurate
3D model of the object in question. Subsequently, this 3D model was physically replicated on
a smaller scale with a 3D printer. To add the material aspect of the original objects, we used
the Unity game engine in conjunction with Vuforia, an AR software development kit (SDK)
for mobile devices. This integration facilitated manipulation functionalities, including rotation
and adjustment of the camera distance, all while accurately showcasing the object’s material
composition. As a result, we were able to provide an accurate presentation of the object’s
appearance by overlaying its original material in AR. Furthermore, additional information
about the object can be displayed on demand. Interacting with such printed object gives us
the freedom to explore and engage with it beyond just visual observation or inspection of its
photographs.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Related work</title>
      <sec id="sec-3-1">
        <title>2.1. Tangible user interfaces</title>
        <p>
          Tangible user interface (TUIs) draw upon our knowledge and skills of interacting with the
real world by enabling interaction with and leverage digital information through the means
of physical objects [
          <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
          ]. Physical objects serve as both input and output devices, ofering
users feedback through physical haptic sensations and digital visual or auditory cues. This
vibrant research area has showcased various directions. One is object recognition based on
camera system [3], tokens [4] or fiducial markersn [ 5]. Another is providing tangible interaction
in virtual reality (VR) by using passive haptic proxy objects in VR applications [6] as well as
active haptic devices to generate “virtual” forces and support tactile and kinesthetic haptic
modalities [7, 8, 9, 10, 11].
        </p>
        <p>Numerous studies explored the application of tangible interaction to improve the lives of
various user groups, particularly children and individuals with medical conditions. Researchers
for example investigated how can tangible interfaces enhance learning compared to traditional
methods [12, 13]. In the realm of medical conditions, research highlights the benefits of tangible
interaction for individuals with aphasia, a language impairment resulting from brain injury [14].
Tangible systems that provide one-to-one mapping to digital information have shown advantages
such as reduced need for visual attention [15], improved interaction eficiency [ 16], nuanced
control [17], and enhanced object manipulation [16] compared to standard computer interfaces
– the mouse, keyboard, or touchscreen.</p>
      </sec>
      <sec id="sec-3-2">
        <title>2.2. Object detection and tracking</title>
        <p>In order to understand interaction with the physical object at hand, object detection,
segmentation and tracking is required. Object detection uses computer vision and image processing
techniques for identifying specific objects within digital images and videos [ 18, 19]. It has a
widespread applicability, including recognising a variety of objects in order to annotate images,
count vehicles, recognise activities, segment objects, track objects. Object segmentation involves
the precise separation of objects within images or video [20, 19], while object tracking involves
the use of algorithms to identify and track objects as trajectories in a recorded video or a live
video stream, capturing their movement over time [21, 19].</p>
        <p>In the context of this thesis, we will use geometric object tracking that is usually supported by
the augmented reality SDKs (software development kits). Geometric object tracking automates
the identification and tracing of the movement of geometric objects in sequences of images
or videos. This process involves analysing spatial and temporal characteristics to estimate
parameters such as position, size, shape, and motion of objects over time. Before the tracking
begins, objects of interest are detected within image or video frames. Tracking algorithms then
estimate and update the position and orientation of the object in subsequent frames. When
multiple objects are tracked simultaneously, data association techniques match objects across
frames, maintaining their identities. Dealing with occlusions, scenarios where objects are
partially or temporarily hidden from view, poses a substantial challenge in object tracking.</p>
        <p>Geometric object tracking has widespread applications including video surveillance,
autonomous driving, human-computer interaction, augmented reality, and robotics. The
continuous advancement of algorithms and techniques by researchers and engineers strives to enhance
accuracy, robustness, and real-time capabilities of object tracking systems.</p>
      </sec>
      <sec id="sec-3-3">
        <title>2.3. 3D scanning</title>
        <p>In order to bring our idea to life, we had to explore ways to create digital replicas of selected
artefacts that users are going to interact with. The process of 3D scanning requires capturing the
precise shape, geometry and texture of real-world objects or environments. The core principle
is the point cloud measurements, which can be used to reconstruct surfaces. This data is
acquired through methods such as emitting laser beams (laser scanning), projecting patterns,
or capturing multiple images from diferent angles (photogrammetry). The level of accuracy
and detail achieved by 3D scanning varies based on the scanning technology, resolution and
other parameters. While high-precision scanners excel in capturing intricate details, handheld
or more afordable scanners might yield comparatively less precise outcomes.</p>
        <p>We decided to further explore photogrammetry as an approach in our fabrication process
because of its simplicity and possibility to be carried out by anyone with a smartphone. This
technique extracts 3D information from photographs or sequences of images, which involves
a detailed analysis of geometric attributes, shape, and surface characteristics of objects or
scenes. The fundamental principle of photogrammetry is triangulation, which leverages multiple
overlapping images to precisely determine the position and shape of the objects depicted. After
extracting distinct features and establishing correlations between corresponding points, 3D
geometry can be reconstructed and texture mapping applied. Advancements in computer
processing have significantly expedited the reconstruction process, making photogrammetry
an increasingly eficient method for generating accurate 3D models.</p>
        <p>However, the precision and quality of this technique hinge upon several factors, including
surface and texture of the object being scanned, lighting conditions, image resolution, camera
calibration, and image overlap. Scenes marked by complex characteristics like reflective or
transparent surfaces may present challenges in achieving accurate and reliable reconstructions.
Addressing these challenges often involves meticulous adjustments of parameters and employing
advanced algorithms that can account for varied surface properties and lighting conditions.
Nevertheless, photogrammetry represents a cost-efective and accessible means of transforming
ordinary photographs into detailed 3D models. This is why we selected this technology to turn
real-world objects into virtual representations.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3. System design and implementation</title>
      <p>The main function of our prototype is to provide users with a proxy physical object that is
detected by the camera of our hardware setup. While users interact with the physical object
the virtual twin of the objects is moved in the same way as the physical one enabling users to
explore the object from various sides and angles, “zoom in” the details, and explore information
not present in the physical space. We envisioned the system with the following functionalities:
(i) the digital twin is displayed on a screen when the physical object is in the camera’s field of
view and detected, (ii) the system will track the physical object after it is detected and remains
in the camera’s field of view, (iii) the system detects when the user interacts with the touch
screen displaying additional information about the detected object.</p>
      <sec id="sec-4-1">
        <title>3.1. Hardware used</title>
        <p>We used a Xiaomi Redmi Note 7 (2019) mobile device equipped with a high-resolution 48 MP
camera to capture images of the historic artefacts. The use of this device allowed us to capture
ifne detailed photographs from various angles and sides. For photogrametry we used Autodesk
Recap Photo. We used the same smartphone for later object detection and displaying AR content.
The reason is mainly the high availability of such devices. The mobile application was created in
Unity (2021.3.18f1) and integrated with Vuforia (10.14.4) together with Model Target Generator
10.14.4 – a desktop application that allows quick conversion of an existing 3D model into a
Vuforia Engine dataset. The prototype should work on any Android device using version 8.0
(Oreo) or higher. Nevertheless, both platforms also allow for the prototype to be ported to iOS
platform. The system should also support various mobile screen resolutions.</p>
        <p>The basic system architecture acting as a design basis can be seen in Figure 1. The mobile
device utilises its camera to capture the real world and display it as a background through a
video stream. It then employs object detection algorithms to locate and identify the object
present in its field of view. If the object is found within the database, it is considered detected.
However, since the object exists in the physical world and can be manipulated by the user, it is
crucial to track its movements and precisely determine its position and orientation. Tracking
the object allows for accurate placement and alignment of virtual content with the physical
object. By continuously monitoring the object’s location and movement, the system ensures
that the virtual overlays, such as designated materials or additional visual elements, remain
properly synchronised with the real-world object. The detection, tracking, and rendering cycle
is repeated continuously throughout the duration of the video stream, enabling seamless and
dynamic interaction between the virtual and physical worlds.</p>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. Selecting appropriate objects</title>
        <p>The selection of objects for 3D reconstruction using photogrammetry was an important decision.
Several factors were taken into consideration to ensure an engaging and meaningful experience
for users. We decided to select three diverse objects in the old Venetian city of Koper. The
objects should have visually interesting features, as well as a significant historical or cultural
value to represent a part of cultural heritage, with which users could interact. Another factor
was the weather such as rain, or strong sunlight that can afect the appearance and visibility of
object details. This needed to be taken into account if we were to obtain good photographs of
objects from diferent angles and sides.</p>
        <p>After careful consideration, three objects were selected to be included in the initial prototype.
All three are visible in Figure 2. The first object selected is a Venetian fountain situated in the
courtyard of the Praetorian Palace. This fountain holds historical and architectural significance,
serving as a prominent feature within the palace complex. The second object chosen is a
decorative component representing a conifer cone or a pinecone of the Da Ponte fountain near
Gate Muda. This fountain holds cultural importance and represents a notable landmark in the
city. The third object is the Medusa symbol from the Medusa Gallery in Koper. As a symbolic
representation with mythological roots, this object ofers a captivating narrative and visual
appeal. We acknowledge that these objects present a tiny fraction of the cultural heritage of
Koper, but our aim was to showcase the potential of our prototype in preserving and presenting
these significant artefacts in a digital and interactive format.</p>
      </sec>
      <sec id="sec-4-3">
        <title>3.3. Fabrication process</title>
        <p>The resulting 3D models generated by Autodesk Recap Photo were further refined in the same
software by cleaning up the models to improve their visual appearance and overall quality. To
prepare the models for 3D printing, we exported them in the OBJ file format. Next, we imported
the file in the Ultimaker Cura software for preparing the 3D model for printing. We then printed
several test objects to evaluate the size, material, and overall appearance of the printed models.
We opted for a 0.06 mm layer height, which enabled to show enough depth and authenticity of
the lines and curves, closely resembling the real object. The printing duration varied depending
on the complexity of the model, ranging from 7 to 23 hours. The fabrication of each object is
described in more detail below.</p>
        <sec id="sec-4-3-1">
          <title>3.3.1. Venetian fountain</title>
          <p>The size if the actual fountain is 1.2 m ×1.4 m ×1.4 m (height, width and depth). A total of
59 photographs were used to generate the 3D model. The initial attempts with 37 and 46
photographs did not yield satisfactory results, as they did not accurately capture the complexity
of the object. Therefore, it was decided to increase the number of photographs to 59, resulting
in a more detailed and precise representation of the object in the 3D model.</p>
          <p>To enhance the quality of the model, the photographs were carefully cropped to exclude
unnecessary surrounding elements. This focused approach helped to capture the object more
accurately and eliminate any potential distractions from the final model. Additionally, the crop
feature available in Autodesk Recap Photo was used during the project creation phase, further
refining the model’s fidelity. The final result is visible in Figure 3 left. A printed 3D model
exhibited enhanced depth and detail, closely resembling the original object as visible in Figure 3
right. Its size is 12 cm ×14 cm ×14 cm high, wide and deep.</p>
        </sec>
        <sec id="sec-4-3-2">
          <title>3.3.2. Pinecone decorative element</title>
          <p>For the second object (0.6 m ×0.3 m ×0.3 m (height, width and depth)), a total of 43 photographs
were used to create the 3D model. Initially, a few test runs were conducted with fewer
photographs, but it was determined that 43 photos provided the optimal coverage and accuracy to
represent the object correctly. Similar to the previous object, the photographs were cropped
to focus solely on the object itself. The resulting 3D model is visible in Figure 4 left. As
visible in Figure 4, the resulted printed model is a faithful replication of the object’s form and
characteristics.</p>
        </sec>
        <sec id="sec-4-3-3">
          <title>3.3.3. Medusa symbol</title>
          <p>For the third object (0.26 m ×0.26 m ×0.05 m (height, width and depth)), a total of 23 photographs
were used to create an accurate 3D model as seen in Figure 5. Despite the low number of
photographs, the resulting model successfully replicated the object’s appearance and details
with precision. However, a challenge arose during the printing process due to the object’s
proximity to the wall. This proximity made it dificult to slice and clean up the model after it
was generated. The initial printed results were not good enough as shown in Figure 6 left.</p>
          <p>To address this issue, a support material was employed during the printing process to ensure
the model’s structural integrity and prevent any holes or gaps from forming. Several test prints
were conducted to optimise the printing settings and achieve the desired outcome as seen in
Figure 6 centre. Ultimately, the printed model shown in Figure 6 right exhibited a high level
of fidelity, with only a minor gap at the bottom that did not afect the object’s detection and
tracking in subsequent stages.</p>
        </sec>
      </sec>
      <sec id="sec-4-4">
        <title>3.4. Tracking and identification</title>
        <p>In order to import the models of our three objects to Unity, we first exported them as FBX
ifles. This file format allows for the preservation of the models’ materials, which is essential for
achieving realistic visual rendering in Unity. Importing the FBX files into Unity was performed
with the Material Description import option. The detection of objects was achieved using
Vuforia’s Model Target feature, while for tracking the Model Target Generator software from
Vuforia was employed. In this process, a Vuforia database was created which was then used
with Vuforia Engine’s Unity integration. This database contained all three models, forming
the foundation for their recognition and tracking within the application. Subsequently, three
distinct Model Targets were created in Unity, each associated with its corresponding model
within the database. This configuration established the link between the physical objects to be
detected and their respective digital representations.</p>
        <p>To enhance the visual experience and seamlessly merge virtual objects with the real world,
additional steps were taken. The 3D model objects, obtained from the FBX files, were added as
child objects to their designated Model Targets within Unity. Furthermore, the scale of these
objects was increased by a factor of 0.02, creating a mask-like efect when they were detected.
This technique allowed for the virtual objects, with their associated materials, to overlay and
appear as if they were placed upon the real-world objects being tracked.</p>
        <p>In order to validate the efectiveness of the object detection and tracking capabilities within
the developed AR application, a series of tests were conducted. These tests aimed to assess
the accuracy and reliability of the detection process and ensure that the desired visual efects,
such as the seamless display of materials on the tracked objects, were achieved. For example,
additional 3D objects were placed on top of the objects being tracked (see Figure 7 left). This
allowed for the evaluation of the application’s ability to diferentiate between the physical object
and the overlaid virtual content. By carefully observing the detection performance in these
scenarios, any potential issues, such as false positives or incorrect tracking, could be identified
and addressed.</p>
        <p>Another aspect of the testing process involved calibrating the so-called “mask” efect, which
aimed to display the virtual material as accurately as possible on the real-world object. This
calibration process involved applying random materials to the tracked objects (see Figure 7
right) and observing how the virtual material interacted and aligned with the physical surface.
By adjusting parameters and fine-tuning the mask, the goal was to achieve a visually pleasing
and realistic representation of the virtual material on the object.</p>
        <p>Through these tests, the robustness and accuracy of the object detection and tracking system
were evaluated. Any necessary adjustments or refinements could be made based on the
observations. Ultimately, these tests served to ensure that the system delivered accurate and visually
appealing virtual overlays on the real-world objects being tracked.</p>
        <p>Upon integrating all three 3D models into a single database for object detection, a slight
decrease in response time was observed compared to the previous individual testing of each
object. This can be attributed to the increased complexity of the database, which now contained
multiple models to be recognised. However, it is important to note that the objects can only be
recognised one by one, meaning that the application can detect and track only a single object at
a time within its field of view.</p>
        <p>In terms of detection dificulty, the Medusa object proved to be the easiest to detect among
the three, as seen in Figure 8 left. Its distinct features and well-defined shape allowed for reliable
and swift recognition by the algorithm.</p>
        <p>The pinecone from the Da Ponte fountain (Figure 8 right) posed some challenges due to its
intricate shape and dificulties in accurately determining the object’s orientation or
responding promptly to rotations and manipulations. And despite the Venetian fountain decoration
(Figure 9) having recognisable characteristics, it turned out to be the most dificult object for
detection.</p>
        <p>Furthermore, lighting conditions played a significant role in the detection performance. Best
results were obtained under daylight conditions. In indoor environments, it was observed that
employing at least three light sources was crucial to achieve detection results comparable to
those in outdoor lighting conditions. This emphasises the importance of adequate lighting for
accurate and reliable object detection.</p>
      </sec>
      <sec id="sec-4-5">
        <title>3.5. Additional information</title>
        <p>The graphic design platform Canva was employed to create informative cards for each object.
The information about each object (historical background, significance, and relevant contextual
information) included in the system was obtained from the Koper Regional Museum [22], Koper
Tourist Information Centre [23], and the Medusa Gallery [24]. In Unity we detect the user’s
touch input and trigger the appropriate actions to show or hide the info card. The info card
images were configured as Sprites (2D and UI) and were then added as child objects under their
respective Model Targets. This arrangement enabled the specific display of the info cards when
their corresponding targets were detected, providing users with relevant information related to
the objects of interest as seen in Figure 10.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Conclusion, limitations and future work</title>
      <p>In this paper we demonstrate the fabrication process of the creating copies of the cultural
heritage objects using photogrammetry and 3D printing. Further, we developed an application
in Unity utilising Vuforia augmented reality software development kit for object detection and
tracking. Specifically, through the Model Target feature of Vuforia, the trained 3D models
were seamlessly incorporated into Unity, enabling real-time detection and precise tracking of
the objects as well as overlay the material information over the objects and display additional
information.</p>
      <p>One limitation of the presented work is that we did not conduct a user study. The evaluation
performed as a part of exploring the feasibility of the idea was done informally by the authors of
the paper and several other users that have tested the prototype to give an opinion on tracking
and material overlay. The usability study is planned for the future and we envision several
applications of the prototype, particularly within the realms of museum exhibitions, tourism,
and education where users can benefit by exploring and interacting with realistic 3D models of
cultural heritage as well as other objects.</p>
      <p>Moving forward, there are several avenues for future work and improvements. Firstly,
the system’s performance can be further optimised by exploring advanced object recognition
algorithms that can handle multiple objects simultaneously. Additionally, integrating additional
sensors could enhance the tracking accuracy and robustness of the system. Also, the prototype
uses a handheld device, which limits the interaction capabilities with the system since one hand
is used to hold the handheld device in hand. Porting the prototype to a head mounted display or
a public interactive display could allow users to use both hands for interacting with the object.
Moreover, expanding the scope of the database to encompass a broader range of objects and
incorporating a wider variety of lighting conditions would contribute to a more comprehensive
and adaptable system. Furthermore, the integration of the developed system on other platforms
and devices, would extend its accessibility and potential impact.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
    </sec>
    <sec id="sec-7">
      <title>5. Acknowledgements</title>
      <p>This research was funded by the Slovenian Research Agency, grant number P1-0383, P5-0433,
IO-0035, J5-50155 and J7-50096. This work has also been supported by the research program
CogniCom (0013103) at the University of Primorska.
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[22] Koper regional museum, https://www.pokrajinskimuzejkoper.si, ????
[23] Visit koper, https://visitkoper.si, ????
[24] Medusa gallery, https://www.obalne-galerije.si/galerija-meduza, ????</p>
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