skip to main content
10.1145/3450741.3465240acmconferencesArticle/Chapter ViewAbstractPublication Pagesc-n-cConference Proceedingsconference-collections
research-article

Do Touch This: Turning a Plaster Bust Into a Tangible Interface

Published: 22 June 2021 Publication History

Abstract

Plaster busts are common exhibition pieces in museums, but they usually are off-limits for touch. While modern exhibition concepts increasingly involve interaction, this rarely includes touching a plaster bust. However, there may be a wealth of information associated with these cultural heritage objects, e.g., their making and their creator’s craftsmanship, which tangible interaction could make accessible right on the object. We equipped plaster replicas of such a bust with capacitive sensors and developed a tangible prototype in collaboration with two domain experts from the art museum “Staatliche Antikensammlungen” (Munich, Germany), a curator and a sculptor, in an iterative design approach. Then we tested it in a lab study (N=12) and an in situ study in the museum (N=20). We describe our technical approach, which we also made public as a git project1, and discuss our study results about busts as tangible interfaces in the art of sculpting.

References

[1]
Gottfried Boehm. 01 Jan. 2009. Plastik und plastischer Raum. Wilhelm Fink, Leiden, Niederlande, 19 – 46. https://doi.org/10.30965/9783846747414_003
[2]
Marion Buchenau and Jane Fulton Suri. 2000. Experience Prototyping. In Proceedings of the 3rd Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (New York City, New York, USA) (DIS ’00). Association for Computing Machinery, New York, NY, USA, 424–433. https://doi.org/10.1145/347642.347802
[3]
C. Capurro, D. Nollet, and D. Pletinckx. 2015. Tangible interfaces for digital museum applications. In 2015 Digital Heritage, Vol. 1. Institute of Electrical and Electronics Engineers, Granada, Spain, 271–276. https://doi.org/10.1109/DigitalHeritage.2015.7413881
[4]
Luigina Ciolfi and Liam J. Bannon. 2002. Designing Interactive Museum Exhibits : Enhancing visitor curiosity through augmented artefacts. In Eds.), Proceedings of ECCE11, European Conference on Cognitive Ergonomics. Eleventh European Conference on Cognitive Ergonomics, Catania, Italy, 311–317.
[5]
Heritage DAHG (Department of Arts and the Gaeltacht). 2011. Architectural Heritage Protection Guidelines for Planning Authorities.
[6]
Kristin N. Dew and Daniela K. Rosner. 2018. Lessons from the Woodshop: Cultivating Design with Living Materials. Association for Computing Machinery, New York, NY, USA, 1–12. https://doi.org/10.1145/3173574.3174159
[7]
Sandra Dudley. 2013. Museum Materialities: Objects, Engagements, Interpretations. Routledge, Abingdon, England.
[8]
Gido Hakvoort. 2013. The Immersive Museum. In Proceedings of the 2013 ACM International Conference on Interactive Tabletops and Surfaces (St. Andrews, Scotland, United Kingdom) (ITS ’13). Association for Computing Machinery, New York, NY, USA, 463–468. https://doi.org/10.1145/2512349.2514598
[9]
Jason Heikenfeld, Paul Drzaic, Jong-Souk Yeo, and Tim Koch. 2011. A critical review of the present and future prospects for electronic paper. Journal of the Society for Information Display 19, 2 (2011), 129–156.
[10]
Eva Hornecker. 2011. The Role of Physicality in Tangible and Embodied Interactions. Interactions 18, 2 (March 2011), 19–23. https://doi.org/10.1145/1925820.1925826
[11]
Eva Hornecker and Matthias Stifter. 2006. Learning from Interactive Museum Installations about Interaction Design for Public Settings. In Proceedings of the 18th Australia Conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments(Sydney, Australia) (OZCHI ’06). Association for Computing Machinery, New York, NY, USA, 135–142. https://doi.org/10.1145/1228175.1228201
[12]
Yvonne Jansen, Pierre Dragicevic, Petra Isenberg, Jason Alexander, Abhijit Karnik, Johan Kildal, Sriram Subramanian, and Kasper Hornbæk. 2015. Opportunities and Challenges for Data Physicalization. Association for Computing Machinery, New York, NY, USA, 3227–3236. https://doi.org/10.1145/2702123.2702180
[13]
Rosalind E Krauss and Rosalind Krauss. 1981. Passages in Modern Sculpture. Mit press, Cambridge, Massachusetts.
[14]
Anna Macaranas, Alissa N. Antle, and Bernhard E. Riecke. 2012. Bridging the Gap: Attribute and Spatial Metaphors for Tangible Interface Design. Association for Computing Machinery, New York, NY, USA, 161–168. https://doi.org/10.1145/2148131.2148166
[15]
Mark T. Marshall, Nick Dulake, Luigina Ciolfi, Daniele Duranti, Hub Kockelkorn, and Daniela Petrelli. 2016. Using Tangible Smart Replicas as Controls for an Interactive Museum Exhibition. Association for Computing Machinery, New York, NY, USA, 159–167. https://doi.org/10.1145/2839462.2839493
[16]
Lise Milne. 2011. The Significance of Aesthetic and Heritage Values in a Public Policy Environment: Victoria Theatre Case Study. Ph.D. Dissertation. Auckland University of Technology.
[17]
Eslam Nofal, Vanessa Boschloos, Hendrik Hameeuw, and Andrew Vande Moere. 2016. The Role of Tangible Interaction for Communicating Qualitative Information of Built Heritage. In Proceedings of ARQUEOLÓGICA 2.0-8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Polytechnic University of Valencia; Valencia, Spain, 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation “ARQUEOLÓGICA 2.0”, Valencia, Spain, 441–444.
[18]
Eslam Nofal, Rabee M. Reffat, and Andrew Vande Moere. 2017. Communicating Built Heritage Information Using Tangible Interaction Approach. In Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (Yokohama, Japan) (TEI ’17). Association for Computing Machinery, New York, NY, USA, 689–692. https://doi.org/10.1145/3024969.3025035
[19]
Elena Not, Dario Cavada, Stefano Maule, Anna Pisetti, and Adriano Venturini. 2019. Digital Augmentation of Historical Objects Through Tangible Interaction. J. Comput. Cult. Herit. 12, 3, Article 18 (June 2019), 19 pages. https://doi.org/10.1145/3297764
[20]
Claire O’Malley and Danae Fraser. 2004. Literature Review in Learning with Tangible Technologies. NESTA Futurelab Rep. 12 (01 2004).
[21]
Daniela K. Rosner. 2012. The Material Practices of Collaboration. In Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work (Seattle, Washington, USA) (CSCW ’12). Association for Computing Machinery, New York, NY, USA, 1155–1164. https://doi.org/10.1145/2145204.2145375
[22]
Daniela K. Rosner and Kimiko Ryokai. 2009. Reflections on Craft: Probing the Creative Process of Everyday Knitters. In Proceedings of the Seventh ACM Conference on Creativity and Cognition (Berkeley, California, USA) (C&C ’09). Association for Computing Machinery, New York, NY, USA, 195–204. https://doi.org/10.1145/1640233.1640264
[23]
Jinsil Hwaryoung Seo, Janelle Arita, Sharon Chu, Francis Quek, and Stephen Aldriedge. 2015. Material Significance of Tangibles for Young Children. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction(Stanford, California, USA) (TEI ’15). Association for Computing Machinery, New York, NY, USA, 53–56. https://doi.org/10.1145/2677199.2680583
[24]
SSSB Suib, Jo ML Van Engelen, and Marcel RM Crul. 2020. Enhancing Knowledge Exchange and Collaboration Between Craftspeople and Designers Using the Concept of Boundary Objects. International Journal of Design 14, 1 (2020), 113–133.
[25]
Clement Zheng and Michael Nitsche. 2017. Combining Practices in Craft and Design. In Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (Yokohama, Japan) (TEI ’17). Association for Computing Machinery, New York, NY, USA, 331–340. https://doi.org/10.1145/3024969.3024973
[26]
Rachel Zuckert. 2009. Sculpture and Touch: Herder’s Aesthetics of Sculpture. The Journal of Aesthetics and Art Criticism 67, 3 (08 2009), 285–299. https://doi.org/10.1111/j.1540-6245.2009.01359.x arXiv:https://academic.oup.com/jaac/article-pdf/67/3/285/34527007/jaac_v67_3_285.pdf

Cited By

View all

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
C&C '21: Proceedings of the 13th Conference on Creativity and Cognition
June 2021
581 pages
ISBN:9781450383769
DOI:10.1145/3450741
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 ACM 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: 22 June 2021

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Tangible interaction
  2. capacitive sensing
  3. interactive bust
  4. interactive museum
  5. plaster

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Conference

C&C '21
Sponsor:
C&C '21: Creativity and Cognition
June 22 - 23, 2021
Virtual Event, Italy

Acceptance Rates

Overall Acceptance Rate 108 of 371 submissions, 29%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 229
    Total Downloads
  • Downloads (Last 12 months)54
  • Downloads (Last 6 weeks)5
Reflects downloads up to 03 Mar 2025

Other Metrics

Citations

Cited By

View all

View Options

Login 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

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media