Augmenting Reality in Museums with Interactive Virtual Models

Augmenting Reality in Museums with Interactive Virtual Models

Theodore Koterwas, Jessica Suess, Scott Billings, Andrew Haith and Andrew Lamb


Abstract: Two projects at the University of Oxford extend beyond screen-based

interactivity to create physically interactive models of museum objects on smartphones

utilising Bluetooth, image recognition and sensors. The Pocket Curator app

gives visitors to the Museum of the History of Science the opportunity to recreate a

19th century demonstration of wireless technology in the gallery and to find their

latitude with a virtual sextant. The re-sOUnd app transforms phones into historic

musical instruments: moving your arm in a bowing motion plays an Amati Violin

and blowing into the phone while tilting it up and down sounds a trumpet used by

Oliver Cromwell’s trumpeter. This paper describes the apps, discusses challenges

discovered in testing them with museum visitors, and reports findings from user

interviews.


1. Introduction

Augmented reality usually refers to a specific mode of interactivity in which a

device acts as a lens through which a user experiences their physical environment

enhanced with digital content. Two projects at the University of Oxford provide

alternative modes of augmented reality through interactive virtual models of

museum objects. The Pocket Curator app provides visitors to the Museum of the

History of Science the opportunity to recreate a 19th century demonstration of

wireless technology by ringing a bell in the physical gallery with their phone, and to

find their latitude with a virtual sextant. The app was a product of the Hidden

Museum project (Suess 2016), which aimed to prototype and test approaches to

delivering content via mobile devices to museum visitors in the physical context of

the gallery. Our explicit aim was to address the most prevalent concerns about

mobile guides in museums: that they are “heads down”, isolating, and disconnected

from the gallery space and the objects (e.g. Hsi 2003; Boa and Choi 2015). One

particularly well received approach was to create experiences that enabled users to

interact with the physical space and objects using their devices—experiences that

“augment reality” in novel ways. While the Pocket Curator app overlays content on

the camera feed, it goes a few steps further, providing the user with an experience of

using the object in front of them and causing the environment itself to react.

Separately the re-sOUnd app utilises sound and motion to place historic musical

instruments in the hands of users: moving your arm in a bowing motion plays a

violin and blowing into the phone while tilting it up and down sounds a trumpet.

Both apps were iteratively tested with visitors, and the challenges that emerged are

applicable to using Augmented Reality in museums and mobile museum guides

more broadly.


2. Company Introduction

The University of Oxford is a world-leading centre of learning, teaching and

research and the oldest university in the English-speaking world. The role of IT

Services is to ensure that the University of Oxford has the modern, robust, reliable,

high-performing and leading-edge IT facilities it requires to support the distinctive

needs of those engaged in teaching, learning, research, administration and strategic

planning. The Gardens, Libraries and Museums (GLAM) of the University of

Oxford contain some of the world’s most significant collections. While they provide

important places of scholarly enquiry and teaching for the University, for the public

they also represent the front door to the wealth of knowledge and research curated

and generated at the University. The Bate Collection of Musical Instruments has

over 2000 instruments from the Western orchestral music traditions from the

renaissance, through the baroque, classical, romantic and up to modern times.


3. Project Details

The Pocket Curator app presents seven objects in the Museum of the History of

Science (www.mhs.ox.ac.uk). For each object it provides two to three short audio

clips and at least one animation, video, or interactive experience.

366 T. Koterwas et al.

The museum’s Marconi Wireless display features the Marconi Coherer, a

mysterious box stuffed with wires and inscrutable antique electronics, and if you

look carefully, a bell on the top. Guglielmo Marconi used this device in the first

public demonstration of wireless signal transmission. He put the box in one corner

of a room and generated a spark in a different corner. The spark would cause the

bell on the top of the box on the other side of the room to ring. Pocket Curator

enables you to re-enact this demonstration with your phone. It superimposes a line

drawing of the box over the camera feed, and when you line up the actual box with

the outline, image recognition triggers the next step: the appearance of a “Transmit”

button. Pressing the button causes a spark animation and vibration on the phone,

and a bell rings out from the Marconi display case holding the real box. Technically

the bell is an audio sample triggered over Bluetooth and played though a transducing

speaker attached to the top of the case.

The Museum displays a collection of devices used for navigation. One of these, a

sextant, may be familiar to some people from films, but few people we interviewed

knew how it works. A navigator at sea looks through the scope at the horizon, and

using the arm of the sextant adjusts a split mirror so that the sun (or other celestial

body) appears in line with the horizon. The track along which the arm moves has

degree markings, so the navigator can take a reading of the arc the arm traversed,

which corresponds to the angle of the celestial body above the horizon. With this

angle reading the navigator can determine the ship’s latitude from charts. Pocket

Curator simulates this with a virtual model of a sextant. The user holds the phone

vertically in front of them. On the screen they see the view through the camera

overlaid with a brass ring representing the sextant scope. Within the scope they see

an image of the sea, which moves up and and down with the motion of the phone.

They centre the sea horizon within the scope, tap a button to set the horizon, and tilt

the phone upward until a virtual sun appears. When the sun lines up with the

horizon, they tap another button to take a reading. The app shows them the angle

they measured along with a short animation of the arm moving on a sextant. They

tap the Find Latitude button and see a chart converting their angle measurement,

along with a map displaying a line at that latitude. On a given day the app sets the

angle of the virtual sun above the horizon so that the measurement they take

accurately equates to the latitude of Oxford.

The re-sOUnd app presents historic musical instruments from the Bate

Collection of Musical Instruments and the Ashmolean Museum. In addition to

offering audio clips of the instruments being played by musicians, the app allows

users to play the instruments themselves. Users play wind and brass instruments by

blowing into the microphone and tilting the phone up and down to vary pitch. For

the Amati Violin, a user holds the phone as if it were the neck of a violin and places

their fingers down on the touchscreen as if holding down strings. Moving their arm

back and forth in a bowing motion sounds the notes as if bowing the real thing.

They can also use interfaces that more directly simulate the instrument, e.g. by

covering holes or paddles with their fingers on the touchscreen. Each instrument

was sampled in a recording studio so that users hear the real sound the instrument

makes.


4. Discussion and Conclusion

The apps were iteratively tested with visitors during development to ascertain both

their usability and effectiveness in conveying concepts about the objects. The

sextant interactive was developed over several iterations, from a simplified single

screen experience to the guided, multi-step experience described above. With the

single screen experience, users were shown a map under the scope, with a line

indicating latitude which changed as they tilted the phone. It was initially thought

this simple, direct association between angle and latitude would convey the concept

more clearly than a more complicated process. However, users were not making a

strong connection between their experience and how the sextant actually works, e.g.

they were not able to describe how tilting the phone corresponded to moving the

arm of the sextant. They also missed the correlation between angle and latitude,

because in focusing on trying to line up the sun and horizon in the scope, they

didn’t see the latitude line moving on the map below. This problem of inattentional

blindness has also been found in Heads Up Displays (McCann et al. 1993) and

Surgical AR applications (Dixon et al. 2013). The second iteration was a two-screen

process. On the first screen, the map was replaced with an image of the sextant arm,

which moved as the phone tilted, and on the second screen the map and latitude

indicator were presented with explanatory text. While this more clearly connected

taking an angle reading and finding a latitude, users were still unclear on how it

related to the object itself, so a third screen was required. Now, when the user

presses a button to set the angle of the sun, the scope is replaced with a message

stating the angle they measured, with the sextant arm “set” on that angle, and an

animation of the sextant with the arm moving. Users interviewed after the third

iteration reported that the connection with the real object was clear, and that they

preferred the kinetic aspect of the interactive to a hypothetically proposed

demonstration video. They also liked that it got them “behind the glass.” One

respondent remarked that even though the display wasn’t really in her area of

interest, the interactive helped grab her interest.

In developing Pocket Curator valuable things were learned about delivering

content on mobiles generally (Suess 2016). iBeacons can be effective as an

enhancement but not as the only way to access content, and users didn’t like QR

codes, preferring to simply select content from a menu in both cases. Audio is very

effective, but it should answer a question visitors genuinely have about the object

rather than what the museum might want to tell them. The longest someone watched

or listened to something without looking at the duration (an indicator of

fatigue) was 45s. Video is effective when it offers content that can only be experienced

visually, such as a demonstration or animation. Talking heads should be

avoided unless the presenter is someone the user recognises and cares about.

Because these interactions are novel, users required guidance to use them

effectively. The interactives begin with an instructional overlay and a “Start” button,

but they need to also intrinsically guide users throughout the process. For the

sextant, this was accomplished by breaking down the process into discrete steps and

taking visitors through each step with short instructions reinforced by text on the

buttons. Timings in the app ensure users don’t skip steps, providing the next button

only after the user starts the current step. For instance, in step two of the sextant,

tilting the phone upward to find the sun, the button to set the “Angle of The Sun”

appears only after the user begins tilting the phone upward.

Usability testing for the re-sOUnd app was conducted with 12 visitors over the

course of two afternoons in the Bate Collection and Ashmolean. Once users worked

out how to hold the phone or were given a hint such as “how would you play a real

trumpet”, they played the instruments effectively. Showing them a schematic

drawing of how to hold and play the instrument was very effective in getting them

started, so drawings like these were incorporated into the app.

Further evaluation for re-sOUnd was conducted over several days in the Bate

collection and the Ashmolean. 18 visitors were each asked to read about two

instruments (control), listen to two instruments (treatment one), and play two

instruments (treatment two). The order of activities and instruments were randomized

but each instrument was read about, listened to and played an equal

number of times over the 18 tests. Users were then asked to take a short survey in

which they rated on a 5 point scale the degree to which they felt they learned about

each instrument, enjoyed each instrument, and got a “sense” of what it was like to

play it. Their responses suggest a correlation between the app giving them a “sense”

of playing the instrument and the degree to which they felt they both learned about

it and enjoyed it. The survey suggested they enjoyed playing instruments (mean of

3.89) more than reading about them (3.53) and listening to them (3.81). The

question regarding how much they learned showed a bias toward reading (3.64)

over both listening (3.55) and playing (3.44). The survey also asked more general

questions about the app. Respondents agreed the app made them want to look at the

real instruments (4.28), want to learn about other instruments in the collection (4),

want to learn to play an instrument (3.68), and made the instrument seem more

“real” (3.78). They agreed they would recommend the app to a friend visiting the

collection (4.33). There are limitations to this evaluation. The general conceptual

association between “reading” and “learning” likely skewed responses, and it is

unclear respondents made a clear distinction between listening and playing when

thinking back on their experience, rating all experiences of hearing the instrument

similarly.

Google Analytics in Pocket Curator anonymously tracks when audio, video, and

interactives are started and finished by a user. The data show that the sextant

interactive is the most started and finished item in the app, and Marconi is second

most started and fourth most finished. Both interactives are started and finished

more than any individual audio or video clip and the top three audio clips combined.

For re-sOUnd, the violin is currently most popular. The apps have only been

available for a few months and not widely advertised, so numbers are low, but as

the data grows it should indicate user behaviour and preferences in the wild.

Combining these data with further surveys and interviews will allow further study

of the virtual models approach to augmenting reality.


Both projects were funded by the University of Oxford’s IT Innovation

Fund. Pocket Curator was developed in collaboration with staff at the Museum of the History of

Science (www.mhs.ox.ac.uk), especially Stephen Johnston. Re-sOUnd was developed in collaboration

with the Music Faculty (www.music.ox.ac.uk), the Bate Collection of Musical Instruments

(www.bate.ox.ac.uk) and the Ashmolean Museum (www.ashmus.ox.ac.uk), principally Colin

Harrison and Sarah Casey. The apps were technically developed by Theodore Koterwas, Andrew

Haith and Markos Ntoumpanakis.


References

Boa, R., & Choi, Y. (2015). Using mobile technology for enhancing museum experience: Case

studies of museum mobile applications in S. Korea. International Journal of Multimedia and

Ubiquitous Engineering, 10(6), 39–44.

Dixon, B. J., Daly, M. J., Chan, H., et al. (2013). Surgeons blinded by enhanced navigation: the

effect of augmented reality on attention. Surgical Endoscopy, 27(2), 454–461.

Hsi, S. (2003). A study of user experiences mediated by nomadic web content in a museum.

Journal of Computer Assisted learning, 19(3), 308–319.

McCann, R. S., Foyle, D. C., & Johnston, J. C. (1993). Attentional limitations with heads up

displays. In R. S. Jensen (Ed.), Proceedings of the seventh international symposium on aviation

psychology (pp. 70–75). Columbus: Ohio State University.

Suess, J. (2016) Hidden museum project http://www.oxfordaspiremuseums.org/blog/hiddenmuseum-

project.