th
Proceedings of the 8
International Congress
on Archaeology,
Computer Graphics,
Cultural Heritage and
Innovation
‘ARQUEOLÓGICA 2.0’
in Valencia (Spain),
Sept. 5 – 7, 2016
THE ROLE OF TANGIBLE INTERACTION FOR COMMUNICATING
QUALITATIVE INFORMATION OF BUILT HERITAGE
Eslam Nofala,b,*, Vanessa Boschloosc, Hendrik Hameeuwc, Andrew Vande Moerea
a
Research[x]Design, Department of Architecture, KU Leuven, Kasteelpark Arenberg 1, 3001, Leuven, Belgium.
eslam.nofal@kuleuven.be; andrew.vandemoere@kuleuven.be
b
c
Department of Architecture, Assiut University, 71516, Assiut, Egypt.
Antiquity Department, Royal Museums of Art and History, Jubelpark 10, B-1000 Brussels, Belgium. v.boschloos@kmkg-mrah.be;
h.hameeuw@kmkg-mrah.be
Abstract:
Each built heritage artifact possesses multiple types of information, varying from simple, factual aspects to more complex
qualitative and tacit qualities and values like the architectural symbolism of a monument. This paper investigates how
tangible interaction can enable the communication of qualitative information of built heritage to lay visitors. Through a
comparative, field study in a real-world museum context, we examined how the tangible characteristics of an interactive
prototype museum installation influence how visitors perceive a particular story. The communicated story relates a
historical journey in ancient Egypt to the physical and architectural characteristics of the entrance colonnade at the
Djoser Complex in Saqqara. The first preliminary findings indicate how tangible interaction is able to engage museum
visitors more to accomplish additional efforts, facilitating a vivid understanding of cultural values and architectural
qualities of built heritage.
Keywords: Tangible interaction, physical visualization, qualitative information, built heritage, cultural learning, Saqqara.
1.
Introduction
Our heritage sites and monuments are not just physical
objects, but also communicate particular meanings and
values over time. The built heritage can therefore be
characterized as a communication process, in which
each artifact potentially carries different types of
information that visitors are invited to perceive and
interpret differently (Kepczynska-Walczak and Walczak
2015). These information types tend to vary from factual
or quantitative information (e.g. monument functions or
building date), which are relatively easy to represent, to
more tacit qualities and values (e.g. architectural
qualities, cultural values, symbolic meaning of a
monument) that due to their abstract and subjective
character are typically more challenging to transfer to
visitors. Recent digital technology advancements have
enabled various innovative opportunities for more
engaging, informative and potentially enjoyable way of
communicating heritage information. As a result, built
heritage information has already been represented via a
variety of paradigms, such as virtual reality (VR) for
visualizing the virtual reconstruction of ancient worlds, or
augmented reality (AR) for immersing users in historical
stories. We believe that tangible interaction is also a
promising paradigm for communicating heritage
information, which has the added quality to be relatively
*
affordable, collaborative and requiring little experience or
skills. For instance, particular qualities of tangible
interaction have been demonstrated in a wide range of
applications in different realms, such as its effectiveness
for collaborative and participative processes in public
space in comparison to touch interfaces (Claes and
VandeMoere 2015), and its touch and manipulation
affordance in interactive exhibits, which attracts more
visitors and prompts them for further exploration (Ma et
al. 2015).
In comparison to graphical user interfaces (GUIs),
tangible user interfaces (TUIs) are relatively intuitive and
they do not only afford objects in an abstract physical
form, but they can also incorporate particular material
attributes (e.g. size, shape, texture, color, weight) that to
convey information in addition to the digital
representation (Macaranas et al. 2012). The feel of
these physical attributes can aid recall, and can be
perceptually re-accessed (Seo et al. 2015). It is no
surprise then that tangible interaction has been exploited
to communicate heritage information, such as providing
immersive and more engaging experiences to support
intuitive handling and to fit in with outdoor heritage
environments (Ciolfi et al. 2013), or allowing visitors to
explore background information in museum context
(Schneegass et al. 2014). These studies focused on the
engagement level and content personalization more than
Corresponding Author: Eslam Nofal, eslam.nofal@kuleuven.be
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EDITORIAL UNIVERSITAT POLITÈCNICA DE VALÈNCIA
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Nofal, Boschloos, Hameeuw, Vande Moere, 2016.
the level of understanding and knowledge gain that
leads to cultural learning. Cultural learning is an informal
learning style (Ibrahim et al. 2015), its setting stimulates
users into thinking to explore and realize the cultural
value. This style suits users who seek knowledge for
pleasure or those who seek knowledge based on
genuine motivation; such as enjoyer or general visitor.
This view varied from a digital display showing a walkthrough in a rendered 3D model of the colonnade
(Touch-Dix and Tang-Dix) to a 3D, physical rendition of
the colonnade that was semi-attached to the installation
(Tang-Phys), as summarized in Table 1.
For our study, we aimed to investigate how visitors can
be provided with a meaningful and interactive
experience that stimulates people to think, discover and
make meaningful connections with built heritage without
any external help. We are particularly interested in
discovering ways how tacit and qualitative information
can be indirectly and intuitively communicated in an
informal cultural learning context. In order to discover the
causal effect of tangible interaction on the sensemaking
of the visitors, we developed a comparative, field study
in a real-world museum context. This paper reports on
the first findings of our preliminary study, providing the
first hints towards how tangible interaction influences
knowledge gain and user engagement.
2.
a)
Context
The Djoser pyramid complex is a funerary complex in
Saqqara designed by Imhotep, one of the greatest
architects in ancient Egypt. It was built for pharaoh
Djoser around 2630 BCE, and is believed to be the
world’s oldest large-scale stone structure. For the
purpose of this research, we have chosen an historical
story of how the pharaoh journeyed along the Nile to visit
each of the nomes (the territorial divisions of ancient
Egypt) and their local Gods, and how this story was
translated in the physical architecture of the entrance
colonnade of this complex: it has been suggested that
each niche (the space created between adjacent
columns) in the entrance colonnade represents a shrine
where the nome gods of ancient Egypt were
accommodated during the Heb-Sed (a festival
celebrating the continued rule of the king through rituals
that symbolically rejuvenate him) (Hermann 1932). This
working hypothesis is plausible because the number of
niches and nomes are equal (42). The architect Imhotep
may have designed the architectural layout of the
colonnade to portray the Nile river; the end chamber
could represent the delta; and the processing of pharaoh
Djoser along the corridor and passing by each nome
shrine may evoke a ritualized version of the pharaoh’s
journey along the Nile to visit each of the nomes and
their local gods.
3.
b)
Methodology
For the aim of this study, we developed three different
interactive installations (and experimental conditions) in
order to compare the causal influence of the tangible
interaction on the sensemaking of the visitors, as shown
in Figure 1. Each condition consisted of an interactive
navigation (input) and a passive representation (output)
element. For the navigation, a map of ancient Egypt with
its territorial divisions of 42 nomes was used as the main
interaction method, either via touch screen (Touch-Dix)
or via a tangible interactive surface featuring a movable
3D-printed statue of pharaoh Djoser on the map (TangDix and Tang-Phys). Each condition contained a
representation view of the entrance colonnade that
dynamically changed according to the user interaction.
c)
Figure 1: Different conditions for communicating the
architectural story of the entrance colonnade of Djoser Pyramid
Complex: a) Touch-Dix; b) Tang-Dix; c) Tang-Phys.
We carried out a two-day pilot study at the Antiquity
Department of the Royal Museums of Art and History in
Brussels (in the exhibition rooms of the Egyptian
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EDITORIAL UNIVERSITAT POLITÈCNICA DE VALÈNCIA
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THE ROLE OF TANGIBLE INTERACTION FOR COMMUNICATING QUALITATIVE INFORMATION OF BUILT HERITAGE
Collection), to estimate general usability issues like
whether museum visitors would be sufficiently intrigued
by the interactive designs to start interacting with them,
and whether they would intuitively understand the
functionalities of the interactive features. This museum
comprises the largest collection of Egyptian antiquities in
Belgium. During the study, each condition was
introduced with a brief explanation about the general
context of the building (i.e. location and historical period)
and about their purpose of interaction (i.e. exploring the
architectural symbolism of the entrance colonnade).
Visitors were allowed to participate individually or in
groups, and as such included couples and dozens of
children on a museum school trip. All of the participants
signed an informed consent form to confirm that they
voluntarily participate in this study, and the results of this
research can be used only for scientific purposes. All the
interactions were observed, logged and video recorded.
The experiment finished with a semi-structured ad hoc
interview that was audio-taped, and which focused on
the comprehension of the meaningful relationship
between the map and the colonnade. The interview also
included questions about how the colonnade looked like,
in order to capture how people perceived the
architectural characteristics of the space (e.g. height,
fluting of the columns) that were not explicitly relevant to
understand the story, yet still are valuable heritage
qualities to be appreciated or remembered. Next to
measuring the level of appreciation via open questions,
visitors also filled in a user experience questionnaire
(ueq-online.org), covering both classical usability
aspects (i.e. efficiency, perspicuity, dependability) and
user experience aspects (i.e. originality, stimulation)
Table 1: Navigation and representation means of the three
experimental conditions
Touch-Dix
Tang-Dix
Tang-Phys
Navigation
touch screen
tangible
installation
tangible
installation
Representation
2.5 D digital
display
2.5 D digital
display
3D physical
rendition
Touch-Dix. The navigation technique is via touch screen
(7 inch tablet computer), dragging ‘you are here’ icon on
the map causes a corresponding walk-through (position
and rotation) in the colonnade representation displayed
on the larger digital screen (Figure 1.a). The connection
between the map on the touch screen and the rendered
3D model of the colonnade on the digital display was
accomplished via the Edddison plugin (edddison.com),
which simplifies the controlling of 3D applications.
Tang-Dix. A 3D printed statue of pharaoh Djoser was
physically moved along the Nile river through a tangible
installation of ancient Egypt map. This movement
causes a corresponding walk-through (position and
rotation) in the colonnade representation displayed on
the digital display (Figure 1.b). This link is also attained
via the tracking properties of the same plugin Edddison.
Tang- Phys. The same tangible installation of the
previous condition is used as a navigation technique.
Moving the statue along the Nile river causes a
sequence illumination in the physical rendition of the
colonnade, each nome with its corresponding niche
(Figure 1.c). This condition has been experimented in
two different setups; a) fixed: the colonnade mock-up is
fixed in the installation, users can only look at it and they
may touch it, and b) graspable: users in this condition
are allowed to grasp the colonnade mock-up, touch it,
look through it, etc.
4.
Results and Discussion
The pilot study involved 13 participants (i.e. 3 individuals
and 10 groups varying between 2 and 10 visitors).
Participants varied in terms of gender, age range, and
the motivation behind their museum visit (e.g. school or
family visit, local or international tourists, or museum
staff). Most of the participants expressed a personal
interest in information related to cultural heritage, they
regularly visited museums, and they claimed to have
general knowledge about the Egyptian heritage. But
most of them were not familiar with interactive
installations.
4.1.
Comprehension and Perception
In the condition of Touch-Dix, we discovered that
participants paid more attention to navigate in the touch
screen than the second display that showed the 3D
representation of the colonnade. This behavior naturally
lead to relatively poor comprehension of the relationship
between the map and the colonnade. In contrary, the
condition Tang-Phys enabled visitors to understand the
general meaning of the story behind the architecture of
the entrance colonnade because of the clear link
between the movement of the statue along the Nile and
the corresponding lights in the physical colonnade. As a
result, they appreciated the interaction method because
they found it provokes visitors to do an extra effort,
which facilitates their understanding. However, in
condition Tang-Dix, some participants had only
understood that meaning during the interview after
asking the question about the corridor’s representation.
All of the participants described the colonnade as a
linear space with a lot of columns and unclosed
chambers (niches). Dimensionally, participants in all
conditions estimated its height as a double normal height
which is relatively correct (6.60 m), while their perception
of the length of the corridor varied from the real length
(in fifties) to overestimations in hundreds. It is worth
mentioning that in the condition of Tang-Phys,
participants perceived the proportions and an overview
of the space better than in the conditions of digital
display. For instance, some of the participants in that
condition mentioned correctly that the columns were
attached to walls. They also better perceived the number
of the columns (42). On the other hand, in digital display
conditions (Touch-Dix and Tang-Dix), participants had
better perception of the architectural details and styles.
Some of the participants described the columns as
rounded columns with vertical grooves. Unexpectedly,
nobody in Tang-Phys perceived the fluting columns.
4.2.
Engagement and Likeability
Individuals spent remarkably less time in interaction than
groups; discussion in groups prompted them to explore
more, which in terms increased the interaction time. On
the other hand, in conditions of screen display (TouchDix and Tang-Dix), the time of interaction was clearly
longer than in Tang-Phys. With regard to the design
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Nofal, Boschloos, Hameeuw, Vande Moere, 2016.
likeability, participants generally appreciated Tang-Dix
condition, and they found it interesting. Tang-Phys was
considered fun and more suitable for children. In
contrast, they seemed not to appreciate Touch-Dix that
much, but this was probably due to some ergonomics
issues. It is acknowledged the touch screen should be
larger for fairer comparison.
4.
Future directions include a more thorough study with a
larger number of participants, taking into consideration
the ergonomic and technical limitations of the pilot study.
The study will be followed by quantitative analysis of the
user experience questionnaire and a qualitative analysis
of the observation and participants’ answers of the
interview based on existing learning models.
Conclusion
Acknowledgements
In this work-in-progress paper, we described the design,
implementation and comparison between three different
conditions for a novel communication of built heritage
qualitative information in a real-world museum context.
We showed how these conditions achieve different
forms of engagement. The findings of our preliminary
study indicated how tangible interaction stimulates
museum visitors to accomplish additional efforts,
facilitating an understanding of cultural values and
architectural qualities of built heritage.
We would like to thank the Antiquity Department of the
Royal Museums of Art and History in Brussels; Luc
Delvaux and Eric Gubel for their support and assistance
during the museum experiment. We would like also to
thank all the volunteers for their participation during their
museum visit. The corresponding author gratefully
acknowledges the PhD scholarship funded by the
Egyptian Ministry of Higher Education.
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