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-
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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.
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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)