Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3595916.3626408acmconferencesArticle/Chapter ViewAbstractPublication PagesmmConference Proceedingsconference-collections
research-article
Open access

Moving Inside the Box: Interacting with Interpretation of Historical Artefacts Through Tangible Augmented Reality

Published: 01 January 2024 Publication History

Abstract

We present ARcheoBox, a walk-up-and-use prototype for interacting with interpretation of historical artefacts using tangible augmented reality. ARcheoBox enables users to manipulate virtual representations and interact with interpretation of historical artefacts using cylinder-shaped generic proxies. We also leverage the user interactions with interpretation using three interaction techniques “Move”, “Rotate”, and “Flip” as output modalities in AR. The prototype consists of a wooden box, a tablet display, and generic proxies, which means ARcheoBox does not require any head-mounted displays (HMDs), handheld controllers, or haptic gloves. We conducted a user study with 25 participants in which the findings demonstrate the advantages of tangible AR over more conventional interaction modalities presented in museums such as touch screens. Finally, we present a set of design recommendations for designing tangible AR that enhances the user's interaction experience with historical artefacts.

Supplementary Material

Supplementary video (Supplementary Video.zip)

References

[1]
Billinghurst, M., Kato, H., & Poupyrev, I. (2008). Tangible augmented reality. ACM SIGGRAPH ASIA 2008 Courses, SIGGRAPH Asia’08, January. https://doi.org/10.1145/1508044.1508051
[2]
Cheng, L. P., Ofek, E., Holz, C., Benko, H., & Wilson, A. D. (2017). Sparse haptic proxy: Touch feedback in virtual environments using a general passive prop. Conference on Human Factors in Computing Systems - Proceedings, 2017-May, 3718–3728. https://doi.org/10.1145/3025453.3025753
[3]
Ciolfi, L., Avram, G., Maye, L., Dulake, N., Marshall, M. T., Van Dijk, D., & McDermott, F. (2016). Articulating co-design in museums: Reflections on two participatory processes. Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW, 27, 13–25. https://doi.org/10.1145/2818048.2819967
[4]
Ciolfi, L. and Bannon, L. (2002) ‘Designing Interactive Museum Exhibits: Enhancing visitor curiosity through augmented artefacts’, Eleventh European Conference on Cognitive Ergonomics. pp. 1–7.Conference Name:ACM Woodstock conferenceConference Short Name:WOODSTOCK’18
[5]
Damala, A., Hornecker, E., van der Vaart, M., van Dijk, D., & Ruthven, I. (2016). The loupe: Tangible augmented reality for learning to look at ancient Greek art. Mediterranean Archaeology and Archaeometry, 16(5 Special Issue), 73–85. https://doi.org/10.5281/zenodo.204970
[6]
Dourish, P. Where the Action is; MIT Press: Cambridge, MA, USA, 2004; p. 233.
[7]
Dudley, S. (2012). Materiality Matters: Experiencing the Displayed Object – Working Papers in Museum Studies. Museum Studies, 8 (8), 1–9.
[8]
[8]Feick, M., Bateman, S., Tang, A., Miede, A., & Marquardt, N. (2020). TanGi: Tangible proxies for embodied object exploration and manipulation in virtual reality, ISMAR 2020. https://doi.org/10.1109/ismar50242.2020.00042
[9]
[9]Gibson, J. J. The theory of affordances. Perceiving, Acting, and Knowing (1977).
[10]
[10]Gill, C., Sanders, E. and Shim, S. (2011) ‘Prototypes as inquiry, visualization, and communication’, DS 69: Proceedings of E and PDE 2011, the 13th International Conference on Engineering and Product Design Education, (September), pp. 672–677.
[11]
[11]Hornecker, E. (2012). Beyond affordance: Tangibles’ hybrid nature. Proceedings of the 6th International Conference on Tangible, Embedded and Embodied Interaction, TEI 2012, 175–182. https://doi.org/10.1145/2148131.2148168
[12]
[12]Hornecker, E. (2008). “I don't understand it either, but it is cool” - Visitor interactions with a multi-touch table in a museum. 2008 IEEE International Workshop on Horizontal Interactive Human-Computer System, TABLETOP 2008, 113–120. https://doi.org/10.1109/TABLETOP.2008.4660193
[13]
[13]Hornecker, E. and Buur, J. (2006). Getting a grip on tangible interaction: a framework on physical space and social interaction. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems.
[14]
[14]Hoven, E.V., & Mazalek, A. (2011). Grasping gestures: Gesturing with physical artefacts. Artificial Intelligence for Engineering Design, Analysis, and Manufacturing, 25, 255 - 271.
[15]
[15]Ishii, H., & Ullmer, B. (1997). Tangible bits: Towards seamless interfaces between people, bits, and atoms. Conference on Human Factors in Computing Systems - Proceedings, March, 234–241.
[16]
[16]Harrison, B. L., Fishkin, K. P., Gujar, A., Mochon, C., & Want, R. (1998). Squeeze me, hold me, tilt me! An exploration of manipulative user interfaces. Conference on Human Factors in Computing Systems - Proceedings, April, 17–24. https://doi.org/10.1145/274644.274647
[17]
[17]Hettiarachchi, A., & Wigdor, D. (2016). Annexing reality: Enabling opportunistic use of everyday objects as tangible proxies in augmented reality. Conference on Human Factors in Computing Systems - Proceedings, 1957–1967. https://doi.org/10.1145/2858036.2858134
[18]
[18]Holmquist, L. E., Alahuhta, P., Beigl, M., & Gellersen, H. (2001). Smart-Its Friends: A Technique for Users to Easily Establish Connections between Smart Artefacts. Ubicomp 2001: Ubiquitous Computing. 2201(September), 273–291. https://doi.org/10.1007/3-540-45427-6
[19]
[19]Jiménez Fernández-Palacios, B., Morabito, D., & Remondino, F. (2017). Access to complex reality-based 3D models using virtual reality solutions. Journal of Cultural Heritage, 23, 40–48. https://doi.org/https://doi.org/10.1016/j.culher.2016.09.003
[20]
[20]Kalinda, D, Hrynyshyn, L, Resch, G, Nathan, A, David, Ra and Mazalek, A. "Tangible Augmented Reality for Archival Research: Using Augmented Reality to Research Cultural Heritage Items." MW20: MW 2020. Published January 15, 2020. Consulted November 15, 2021. https://mw20.museweb.net/paper/tangible-augmented-reality-for-archival-research-using-augmented-reality-to-research-cultural-heritage-items/
[21]
[21]Katifori, A., Karvounis, M., Kourtis, V., & Kyriakidi, M. (2014). CHESS: Personalized Storytelling Experiences. 7th International Conference on Interactive Digital Storytelling, ICIDS 2014: Interactive Storytelling, January 2019, 232–235. https://doi.org/10.1007/978-3-319-12337-0
[22]
[22]Kato, H., Billinghurst, M., Poupyrev, I., Imamoto, K., & Tachibana, K. (2000). Virtual object manipulation on a table-top AR environment. Proceedings - IEEE and ACM International Symposium on Augmented Reality, ISAR 2000, 111–119. https://doi.org/10.1109/ISAR.2000.880934
[23]
[23]Kobeisse, S. 2023. Touching the past: developing and evaluating tangible AR interfaces for manipulating virtual representations of historical artefacts. PhD Thesis. Northumbria University.
[24]
[24]Kobeisse, S., Holmquist, L.E. (2022). ”I Can Feel It in My Hand”: Exploring Design Opportunities for Tangible Interfaces to Manipulate Artefacts in AR. In Proceedings of the 21st International Conference on Mobile and Ubiquitous Multimedia, 28-36. https://doi.org/10.1145/3568444.3568446
[25]
[25]Kobeisse, S. and Holmquist, L.E. (2020). ARcheoBox: Engaging with Historical Artefacts Through Augmented Reality and Tangible Interactions. UIST ’20: The Adjunct Publication of the 33rd Annual ACM Symposium on User Interface Software and Technology. https://doi.org/10.1145/3379350.3416173
[26]
[26]Likert, R. (1932). A technique for the measurement of attitudes. Psycnet.Apa.Org. Retrieved from https://psycnet.apa.org/record/1933-01885-001
[27]
[27]Madsen, J. B., & Madsen, C. B. (2015). Handheld visual representation of a castle chapel ruin. Journal on Computing and Cultural Heritage, 9(1), 1–18. https://doi.org/10.1145/2822899
[28]
[28]Marshall, M. T., Dulake, N., Ciolfi, L., Duranti, D., Kockelkorn, H., & Petrelli, D. (2016). Using tangible smart replicas as controls for an interactive museum exhibition. TEI 2016 - Proceedings of the 10th Anniversary Conference on Tangible Embedded and Embodied Interaction, 159–167. https://doi.org/10.1145/2839462.2839493
[29]
[29]Mason, M. (2015). Prototyping practices supporting interdisciplinary collaboration in digital media design for museums. Museum Management and Curatorship, 30(5), 394–426. https://doi.org/10.1080/09647775.2015.1086667
[30]
[30]Mazalek, A., Davenport, G., & Ishii, H. (2002). Tangible viewpoints: Physical Navigation through Interactive Stories. Proceedings of the Tenth ACM International Conference on Multimedia - MULTIMEDIA ’02, June, 153. https://doi.org/10.1145/641034.641037
[31]
[31]Nielsen, J., & Molich, R (1990). Heuristic evaluation of user interfaces. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pages 249–256, New York, NY, USA.
[32]
[32]Not, E., Cavada, D., Maule, S., Pisetti, A., & Venturini, A. (2019). Digital augmentation of historical objects through tangible interaction. Journal on Computing and Cultural Heritage, 12(3). https://doi.org/10.1145/3297764
[33]
[33]Petrelli, D., Dulake, N., Marshall, M. T., Roberts, A., McIntosh, F., & Savage, J. (2018) ‘Exploring the Potential of the Internet of Things at a Heritage Site through Co-Design Practice’, Proceedings of the 2018 3rd Digital Heritage International Congress, Digital Heritage 2018 - Held jointly with the 2018 24th International Conference on Virtual Systems and Multimedia, VSMM 2018.
[34]
[34]Petrelli, D., Ciolfi, L., Van Dijk, D., Hornecker, E., Not, E., & Schmidt, A. (2013). Integrating material and digital: A new way for cultural heritage. Interactions, 20(4), 58–63. https://doi.org/10.1145/2486227.2486239
[35]
[35]Pollalis, C., Fahnbulleh, W., Tynes, J., & Shaer, O. (2017). HoloMuse: Enhancing engagement with archaeological artefacts through gesture-based interaction with holograms. TEI 2017 - Proceedings of the 11th International Conference on Tangible, Embedded, and Embodied Interaction, March, 565–570. https://doi.org/10.1145/3024969.3025094
[36]
[36]Spence, J., Darzentas, D. P., Huang, Y., Cameron, H. R., Beestin, E., & Benford, S. (2020). VRtefacts: Performative substitutional reality with museum objects. DIS 2020 - Proceedings of the 2020 ACM Designing Interactive Systems Conference, 627–640. https://doi.org/10.1145/3357236.3395459
[37]
[37]Song, P., Goh, W. B., Hutama, W., Fu, C. W., & Liu, X. (2012). A handlebar metaphor for virtual object manipulation with mid-air interaction. Conference on Human Factors in Computing Systems - Proceedings, 1297–1306. https://doi.org/10.1145/2207676.2208585
[38]
[38]Tan, D., Poupyrev, I., Billinghurst, M., Kato, H., Regenbrecht, H., & Tetsutani, N. (2001). On-demand, In-place Help for Mixed Reality Environments. Ubicomp 2001 Informal Companion Proceedings, 9(August).
[39]
[39]Ullmer, B., Ishii, H., & Glas, D. (1998). MediaBlocks: Physical containers, transports, and controls for online media. Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1998, 379–386. https://doi.org/10.1145/280814.280940
[40]
[40]Ullmer, B., & Ishii, H. (1997). The metaDESK. 223–232. https://doi.org/10.1145/263407.263551
[41]
[41]Van Der Vaart, M., & Damala, A. (2015). Through the Loupe: Visitor engagement with a primarily text-based handheld AR application. 2015 Digital Heritage International Congress, Digital Heritage 2015, 2, 565–572. https://doi.org/10.1109/DigitalHeritage.2015.7419574
[42]
[42]Vaucelle, C., & Ishii, H. (2008). Picture this! Film assembly using toy gestures. UbiComp 2008 - Proceedings of the 10th International Conference on Ubiquitous Computing, 350–359. https://doi.org/10.1145/1409635.1409683
[43]
[43]White, S., Feng, D., & Feiner, S. (2009). Interaction and presentation techniques for shake menus in tangible augmented reality. Science and Technology Proceedings - IEEE 2009 International Symposium on Mixed and Augmented Reality, ISMAR 2009, 39–48. https://doi.org/10.1109/ISMAR.2009.5336500
[44]
[44]White, S., Lister, L., & Feiner, S. (2007). Visual hints for tangible gestures in augmented reality. 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality, ISMAR, July, 47–50. https://doi.org/10.1109/ISMAR.2007.4538824
[45]
[45]Ynnerman, A., Rydell, T., Antoine, D., Hughes, D., Persson, A., & Ljung, P. (2016). Interactive visualization of 3D scanned mummies at public venues. Communications of the ACM, 59(12), 72–81. https://doi.org/10.1145/2950040
[46]
[46]Zhu, K., Chen, T., Cai, S., Han, F., & Wu, Y. S. (2018). HaptWist: Creating interactive haptic proxies in virtual reality using low-cost twistable artefacts. SIGGRAPH Asia 2018 Virtual and Augmented Reality, SA 2018, 1–13. https://doi.org/10.1145/3275495.3275504
[47]
[47]Zimmerman, J., Forlizzi, J., & Evenson, S. (2007). Research through design as a method for interaction design research in HCI. Conference on Human Factors in Computing Systems - Proceedings, 493Journal Name:ACM Trans. Graph.

Index Terms

  1. Moving Inside the Box: Interacting with Interpretation of Historical Artefacts Through Tangible Augmented Reality

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    MMAsia '23: Proceedings of the 5th ACM International Conference on Multimedia in Asia
    December 2023
    745 pages
    ISBN:9798400702051
    DOI:10.1145/3595916
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 01 January 2024

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Augmented reality
    2. Cultural heritage
    3. Historical artefacts
    4. Interaction techniques
    5. Prototyping
    6. Tangible interfaces

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Conference

    MMAsia '23
    Sponsor:
    MMAsia '23: ACM Multimedia Asia
    December 6 - 8, 2023
    Tainan, Taiwan

    Acceptance Rates

    Overall Acceptance Rate 59 of 204 submissions, 29%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • 0
      Total Citations
    • 287
      Total Downloads
    • Downloads (Last 12 months)287
    • Downloads (Last 6 weeks)36
    Reflects downloads up to 10 Nov 2024

    Other Metrics

    Citations

    View Options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Get Access

    Login options

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media