A gaze-based interactive system to explore artwork imagery

Journal on Multimodal User Interfaces, May 2021

Interactive and immersive technologies can significantly enhance the fruition of museums and exhibits. Several studies have proved that multimedia installations can attract visitors, presenting cultural and scientific information in an appealing way. In this article, we present our workflow for achieving a gaze-based interaction with artwork imagery. We designed both a tool for creating interactive “gaze-aware” images and an eye tracking application conceived to interact with those images with the gaze. Users can display different pictures, perform pan and zoom operations, and search for regions of interest with associated multimedia content (text, image, audio, or video). Besides being an assistive technology for motor impaired people (like most gaze-based interaction applications), our solution can also be a valid alternative to the common touch screen panels present in museums, in accordance with the new safety guidelines imposed by the COVID-19 pandemic. Experiments carried out with a panel of volunteer testers have shown that the tool is usable, effective, and easy to learn.

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A gaze-based interactive system to explore artwork imagery

Journal on Multimodal User Interfaces https://doi.org/10.1007/s12193-021-00373-z ORIGINAL PAPER A gaze-based interactive system to explore artwork imagery Piercarlo Dondi1 · Marco Porta1 · Angelo Donvito2 · Giovanni Volpe2 Received: 26 January 2021 / Accepted: 6 May 2021 © The Author(s) 2021 Abstract Interactive and immersive technologies can significantly enhance the fruition of museums and exhibits. Several studies have proved that multimedia installations can attract visitors, presenting cultural and scientific information in an appealing way. In this article, we present our workflow for achieving a gaze-based interaction with artwork imagery. We designed both a tool for creating interactive “gaze-aware” images and an eye tracking application conceived to interact with those images with the gaze. Users can display different pictures, perform pan and zoom operations, and search for regions of interest with associated multimedia content (text, image, audio, or video). Besides being an assistive technology for motor impaired people (like most gaze-based interaction applications), our solution can also be a valid alternative to the common touch screen panels present in museums, in accordance with the new safety guidelines imposed by the COVID-19 pandemic. Experiments carried out with a panel of volunteer testers have shown that the tool is usable, effective, and easy to learn. Keywords Eye tracking · Gaze interaction · Digital humanities · Paintings 1 Introduction The first studies on computing applied to Cultural Heritage date back to some pioneering experiments in the early ’60s. However, it is only in the ’90s that computer science, and in particular computer graphics, became able to produce significant results, from the digitization of artworks to the implementation of applications able to help archaeologists and restorers in their work [1,2]. With the introduction of more and more sophisticated simulations and interaction modes, computer scientists became also able to support cultural and scientific dissemination. Nowadays, the adoption of interactive and immersive technologies is becoming a common approach to enhance the B Piercarlo Dondi Marco Porta Angelo Donvito Giovanni Volpe 1 Department of Electrical, Computer and Biomedical Engineering, University of Pavia, Via Ferrata 5, 27100 Pavia, Italy 2 COMITES srl, via Cifra 29, 20159 Milano, Italy fruition of museums and exhibits. Famous museums all around the world (such as the Smithsonian Institution in Washington, DC, USA) now regularly exploit digital installations inside their exhibitions to present cultural and scientific information in a more appealing way. The potential of augmented and virtual reality technologies applied to Cultural Heritage has been widely studied in the scientific literature [3–5], as well as the use of serious gaming [6], particularly effective for teaching young people. A well-designed digital installation for museums and exhibits should attract the attention of visitors, but also guarantee an easy and intuitive interaction. Gestural communication is commonly used for this purpose. In particular, Microsoft Kinect-based applications are probably the most widespread within museums [7–9], since the device is not expensive, and its basic interaction mode is potentially already known by some visitors (especially if young). However, gestural interaction is not the only viable solution for engaging visitors. Gaze interaction has a great potential in this context: being an unusual way for interacting with artworks, it can attract visitors and make them curious. Moreover, eye tracking technology is a well-known way to allow motor impaired people to communicate without using the hands, thus significantly improving the accessibility of an exhibit. Finally, the safety measures recently adopted to limit the COVID-19 pandemic advise to avoid contact with sur- 123 Journal on Multimodal User Interfaces faces in public areas, and an eye tracking system can certainly be a safe alternative to traditional informative touch screen displays within museums. In 2015, our research group developed a gaze-based application that allowed to interact with the images of seven tapestries depicting the famous Battle of Pavia, fought in 1525 [10]. The application was installed on three workstations available at the exhibition “1525–2015. Pavia, the Battle, the Future. Nothing was the same again”, a side event of Milan EXPO 2015, held at the Visconti Castle of Pavia (Italy) from June 13th to November 29th, 2015. The success of this event (more than 2000 visitors tried the eye tracking system) supported our hypothesis that gaze interaction can be suitable for museums and exhibits and led us to the development of the new solution we present in this paper. Our goal is the creation of a flexible system that can be installed in any museum or exhibition to present the exposed collections in a new and interactive way. We have defined a complete workflow that goes from the choice, by experts (e.g., the curators of an exhibit or art experts), of the information to be displayed, to the interactive application that will be used by visitors. The informal feedback obtained from our first experience at the Visconti Castle exhibition has helped us to revise the initially conceived system to make it more intuitive and usable. The possibility to trigger multimedia content related to specific parts of the artwork pictures has been added too. The article is structured as follows. Section 2 provides a brief introduction to eye tracking technology. Section 3 gives an overview of current eye tracking applications in the field of Cultural Heritage. Section 4 summarizes the main characteristics of the Visconti Castle application. Section 5 describes the proposed system and the related workflow. Section 6 presents the results of a user study conducted on two panels of volunteer participants. Finally, Sect. 7 draws some conclusions and proposes next research steps. 2 Eye tracking technology Eye movements are characterized by successions of very fast saccades (quick eye shifts lasting less than 100 ms) and relatively steady periods of fixations (with duration between 100 and 600 ms). Eye tracking is a general term that indicates the ability of devices called eye trackers to detect a person’s gaze direction [11,12]. Practically, an eye tracker recognizes where the user is looking at and records the associated gaze coordinates, along with possible other data such as pupil size and blink rate. Visual stimuli are normally displayed on a screen, but, in principle, any visual scene in front of the user could be considered. From gaze samples (whose number depends on the eye tracker’s frequency—e.g., 60 samples per second), fixations and saccades can be derived. 123 Most current eye trackers look like small “bars” that, placed at the base of ordinary monitors, unobtrusively record the user’s gaze. Various methods have been desig (...truncated)


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Piercarlo Dondi, Marco Porta, Angelo Donvito, Giovanni Volpe. A gaze-based interactive system to explore artwork imagery, Journal on Multimodal User Interfaces, 2021, pp. 1-13, DOI: 10.1007/s12193-021-00373-z