Representation – Mingei https://www.mingei-project.eu Tue, 13 Sep 2022 13:43:16 +0000 en-US hourly 1 https://wordpress.org/?v=6.8.1 https://www.mingei-project.eu/wp-content/uploads/2019/03/favicon.png Representation – Mingei https://www.mingei-project.eu 32 32 Teaching glass blowing to museum visitors through mixed reality https://www.mingei-project.eu/2022/05/28/teaching-glass-blowing-to-museum-visitors-through-mixed-reality/ Sat, 28 May 2022 12:46:23 +0000 https://www.mingei-project.eu/?p=15412 Author: Anne-Laure Carré

About the Centre des Arts et Métiers

The Centre des Arts et Métiers (CNAM), Paris, France, hosts a museum of technological innovation and contains objects related to both the artistic and more industrial production of glass. Furthermore, it holds historic archives regarding the artefacts and techniques under study. All of these perspectives were harnessed in the Mingei pilot installation, which was open until the beginning of April 2022.

The pilot installation: training the public in glass blowing processes through re-enactment

The installation targeted craft presentation through an exploration of the workspace, as well as craft training through an interactive experience where users re-enact gestures of a glass master holding a tool and receiving audiovisual feedback on the accuracy of their performance. Preliminary evaluation results show high acceptance of the installation and good user interest.

Glasswork is a traditional craft that combines hand and body gestures and a thorough understanding of the material. It is a challenging craft because the material changes states from liquid to solid during production. While this complexity was not presented in the visitor-facing installation, in Mingei more broadly we pushed forward the technical means for capturing and conveying these sensory aspects of glasswork, that is to say, the requirements of dexterous aspects and tool manipulation in craft presentation and preservation. 

Learning and iterating: what we learned from user-experience evaluations

After the technical validation of the installation, we conducted a short preliminary evaluation with museum personnel. The first part of the preliminary evaluation was conducted with users from the education department of the museum who were invited to experience the installation and mimic the craftsperson actions using the bench and tools provided. What was learned led to changes to the user-interact (UI) to (a) provide real-time help to users to guide them through the training process and (b) enhance the feedback users get while using the app to better understand whether they are copying the movements right or wrongly. We fixed a glitch that meant that users sometimes thought they were doing it wrong because the feedback came too slowly. stopped with the application because they didn’t receive fast enough, and instead thought they were doing it wrong. 

A wider evaluation with visitors was conducted later. We asked a user-experience evaluator to monitor how users interacted with the installation. Minor issues with the UI were improved, including the addition of introductory screens to assist users to know when the presentation element had finished and when the training session was beginning (and when they were expected to get active). 

Responses from museum visitors

There were regular visitors to the installation, located as it was in part of the impressive church in the museum building, Saint-Martin-des-Champs. An audio component meant that the installation piqued the interest of those outside. 

Feedback collected via our post-interaction questionnaire showed that what seemed to impress visitors the most was the whole concept of being able to mimic the gestures, or as one of the visitors characteristically wrote “being in the shoes of the glassmaker” and receive feedback on the accuracy of the movement in real-time. Using a real-life workbench and glass blowpipe only added to the authenticity of the represented scene and further enhanced the whole user experience.

Find out more for yourself in the video below and explore the digital presentation of glass-blowing on the Mingei Open Platform.

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Creating more positive experiences for museum professionals with new digital applications – Chios Mastic Museum case study https://www.mingei-project.eu/2022/05/24/museum-professionals-and-digital-applications/ https://www.mingei-project.eu/2022/05/24/museum-professionals-and-digital-applications/#comments Tue, 24 May 2022 06:04:33 +0000 https://www.mingei-project.eu/?p=15131 Author: Danae Kaplanidi, scientific consultant, Piraeus Bank Group Cultural Foundation (PIOP)

Participating in the Mingei project led to the Chios Mastic Museum in Greece installing advanced applications that preserve and present the tangible and intangible elements of the heritage craft of mastic production. At the same time, these applications are designed to trial new and exciting ways to learn more about crafts through digital applications. Chios Mastic Museum asked itself: how can we ensure a positive experience for our museum professionals who demonstrate this advanced technology to visitors? Meeting a gap in existing research, this case study reports on what was learned for the benefit of other museums that consider installing digital applications. 

About the Chios Mastic Museum

The Chios Mastic Museum is built in the Mastichohoria (mastic villages), a rural area in the south of the island of Chios. The museum replicates a mastic factory and consists of indoor and outdoor areas, including a mastic field. It is staffed by museum professionals and volunteers from the island. A typical day for the professionals responsible for the exhibition areas includes the opening of the exhibition (e.g. lights, audio-visual installations), keeping an eye on different exhibition areas, offering guided tours to groups and schools, and closing at the end of the day. 

About the mastic digital applications

Three applications were created and installed during the Mingei project, and each application had to be introduced to and internalised by the museum professionals. 

  1. Airborne, developed by FORTH, is an immersive flight simulator allowing users to fly over various mastic villages of Chios. During the flyover, users can stop at each village and retrieve multimedia and text information related to those villages. The setup is very straightforward: it involves a desktop computer. 
  2. Mastic Narratives, also developed by FORTH, is made up of four tablet devices located in four main spots of the museum. From each tablet, a specific area of the museum is covered and augmented through the camera of the tablet with ‘hotspots’. At each hotspot, a Virtual Human (VH) appears who is the digital twin of someone who used to work in that part of the factory. When the hotspot is selected the VH can be seen through the camera of the tablet narrating their life story and work at the factory. 
  3. ARMINES developed Craft Training which demonstrates mastic cultivation activities through a more immersive experience. The installation consists of a personal computer and a monitor together with a depth sensor for tracking the user’s actions. The user stands in front of the installation and follows the instructions to mimic craft actions.

Researching the experience of museum professionals with digital applications 

We decided to research the experience of the museum professionals related to the digital applications recently installed in the museum through one of the Mingei Team-Based Inquiry cycles in March 2022. 

We investigated a number of different areas relating to the museum staff’s experience of the advanced digital applications described above, including their:

  • understanding of how the applications work
  • opinion about this addition to their everyday tasks
  • comfort in using the applications
  • thoughts on more efficient ways to implement new digital applications in the exhibition

We conducted a focus group interview with museum professionals working directly with the applications in the exhibition areas. 

What we learned

Experience and comfort in demonstrating using the applications

The results were very interesting and practical. The levels of comfort experienced by the museum professionals while using technology varied. All of them are open to technology but only one of them can be considered an expert and this is understandably the person that everyone turns to when there is a technical problem.

  • The digital applications add value to the exhibition because they invite visitors to interact and learn about already existing information in a more playful way. 
  • The applications need improvement regarding their technical stability and how their instructions were communicated to the audience. 
  • They worry that during the summer they will face problems such as damage to the technical equipment and errors in the software because of overuse. 
  • They worry also that they might not explain correctly the context and content of the applications. 
  • Concerning their everyday tasks, there was no significant change and they are eager to learn more. 
  • They expressed that they understand how the applications work and feel comfortable to transmit this knowledge.

Ideas to help museum professionals feel comfortable with current and future digital applications in future

  • Hold a demonstration at the same time as when the applications are installed in the museum.
  • Create an accompanying PDF file with user and installation instructions, troubleshooting information and a contact in case of emergency, cleaning requirements, a break-down of daily tasks, and background information on the context, content and development of the application.

Next steps

Getting to know the perspective of what museum professionals feel about digital applications is an under-researched topic in an era where, especially after COVID-19, digital transformation is a pressing matter. The museum professionals of the Chios Mastic Museum are not software developers but are nonetheless intimately involved in the concept development of the applications, because they have the experience of interacting directly with the audience and knowing more about their reactions and needs. We wished to research their perspective to make it easier for them to work with advanced digital applications. Looking strategically forward, we will take into account more often museum professionals’ perspectives as a source of insight on how to create effective digital activities that meet the audience’s expectations.

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Mingei Day: sharing knowledge of traditional crafts on international and local level https://www.mingei-project.eu/2022/04/02/mingei-day-sharing-knowledge-of-traditional-crafts-on-international-and-local-level/ https://www.mingei-project.eu/2022/04/02/mingei-day-sharing-knowledge-of-traditional-crafts-on-international-and-local-level/#comments Sat, 02 Apr 2022 10:16:00 +0000 https://www.mingei-project.eu/?p=14355 On March 10, Waag collaborated with several partners to host events in honour of what we have started calling Mingei Day. It included an international webinar and local workshops, exhibitions, and webinars all over Europe. Mingei Day was an event in which the results and knowledge of the Mingei project were shared with the broader public. Through the work of this project on crafts, connections between the past and present are forged and explored, often presenting insights that can be applied to the present day and to the future.

International webinar Waag: Technology as a means of preservation

Online, four heritage experts along with moderator Nicole McNeilly conducted an international webinar focused on how technology can be utilised to preserve heritage crafts. During the presentation, the audience learned more about the three Mingei pilot projects, on glassblowingsilk weaving, and mastic growing, which will create tools for heritage craft presentation and guide future research.

Loom weaving
Craft of loom weaving in Krefeld © Haus der Seidenkultur

The Mingei project platform and different technologies like 3D reconstructions, used to preserve and represent heritage craft, were also demonstrated. Following the presentation was a panel on various topics like the inclusion of AI in craft preservation, how the Mingei project can serve to pass on informal heritage craft knowledge to a broad audience, and how this knowledge of the past can serve to inform our future.

rewatch the webinar

Local session Waag: Fashion as a thread between past and present

At Waag, creative Director Dick van Dijk provided an overview of the Mingei project and introduced the attendees to keynote speaker and renowned fashion designer Antoine Peters’ work, saying that it ‘looks into the past and provides new context’ for the future. During the keynote, Peters discussed several of his projects including his collaboration with the Zeeuws Museum. For the museum, he reimagined a traditional nineteenth-century garment from Zeeland, the yak, as a modern garment: the Jaktrui. In creating the Jaktrui, Peters ‘wanted to communicate something from the past to the now and translate it in my own way’. The zero-waste folding technique was then used for economic reasons, but now is very relevant from a sustainability perspective.

Mingei Day Workshop_Reflow
Fashion designer Antoine Peters showing his work at the workshop[. Credits: Jimena Gauna

Following his presentation was a workshop on the craft of repairing clothing. This workshop was designed based on the Reflow project aiming to share knowledge on how to rethink, repair, and revalue your wardrobe. During this workshop, attendees were encouraged to rethink items of their own clothing focusing on both aesthetic and technique in clothing repair.

Mingei workshop
Workshop Traditional Textile Crafts at Waag in Amsterdam © Jimena Gauna

How heritage can shape the future

So how does the Mingei project serve to connect the past, present, and future? Inspired by the Mingei movement in Japan, which originally served as a response to Western mechanisation in the mid 1920s, the Mingei project today focuses on the digitalisation and accessibility of heritage craft, both tangible and intangible.

Through use of modern technologies like interactive Augmented Reality and Mixed Reality, Mingei seeks to tell stories not only about the craft objects themselves, but about the rituals, practice, and knowledge that accompany these objects. The application of modern technology to heritage craft can then serve to build a bridge between the past and present.

Mingei 3d digitisation CNR
3D digitisation of crafting process of cleaning mastic. © CNR

In regard to the connection between past and present, Antoine Peters notes that ‘a design or a translation now always has this reference captured in it. So you have these little bridges – in storytelling or in the visual part’. When Peters was researching the yak, he found that no documentation existed detailing its construction proces – namely, how to take one piece of fabric and fold it to create the jak. Instead, he learned the folding technique from 91-year-old craftswoman Mrs. Vos.

crafts-council / Antoine Peters in het land op bezoek bij het Zeeuws Museum
Antoine Peters learning the technique of creating the jak. © Zeeuws Museum

This mirrors a challenge that was discovered during the Mingei project: during a glassblowing pilot in Paris, there was no documentation that outlined the movements and rituals of past glassblowers. Similar to the work Peters did to understand the historical process of crafting the yak, those working on the glass pilot had to find alternate methods to learn craft heritage techniques and movements and were able to reverse-engineer steps required for glassblowing. Both Peters and the glass pilot help to further an understanding of the past while contributing valuable knowledge to the future.

Through work like the Mingei project and Peters’ collaboration with the Zeeuws Museum, modern concepts and technologies can be applied to the past in a way that creates bridges between the past and present. When talking about heritage, Peters noted that the past and present cannot be separated; that ‘it’s all connected’. Examining these connections allows us to see the thread that connects the present day with the past and tells us stories that can be leveraged to imagine the future.

Learning the Craft of Glassblowing to children_Credits Celine Deligey
Teaching the craft of glassblowing to children. © Celine Deligey

Exhibition CNAM Paris

CNAM organised an exhibiton where the worlds of academics and professional activity come together. It is the only higher education establishment dedicated to life-long professional training. A dedicated space at the cathedral which is part of the museum invites you to experience the craft of glassblowing and use actual glassblowing tools.

Local webinar FORTH – Greece

FORTH organised two webinars for Mingei Day (videos are in Greek).

Mingei Day Geneva – Reenacting 3D craft people

But Mingei Day is not over yet. On 9 and 10 July MIRAlab is organising a local session for Mingei Day in Geneva during The Night of Science. The partners main goal is to assure the perennity of certain gestures and attitudes when former people were doing crafts. Through digital simulation, we can preserve the intangible heritage.

Miralab intend to present videos of the “making of” of the digital craft people who are reproducing the gestures of our 3 activities: Glass, Mastic and Silk. As well as the setup of the three pilots.

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On adventure in the museum https://www.mingei-project.eu/2020/08/06/on-adventure-in-the-museum/ Thu, 06 Aug 2020 10:22:24 +0000 http://www.mingei-project.eu/?p=2659  

In museums, objects are often exhibited separately. Tools are shown alongside other tools, and glass objects are exhibited together with other glass objects. How do you tell a coherent and captivating story, connecting the dots between different exhibited objects? In co-creation with CNAM (Conservatoire national des arts et métiers), Waag has been prototyping a digital experience for Mingei’s pilot on glass. Developer Lodewijk Loos takes you along the journey towards the first prototype.

Visiting CNAM

The goal of creating this digital experience at CNAM is to engage visitors and give them insight into the process of glass making. The prototype should work on site (in this case in the context of the museum), and should add to the already available real objects on display. However, the technology used for the prototype should be non-obtrusive to the local situation. Visitors who do not wish to use the technology, should not be bothered by it.

In order to get a grasp of the local context at CNAM, Meia Wippoo and Lodewijk Loos of Waag went to Paris in March 2020. There, we had a fruitful co-creation session with a team of museum professionals from CNAM and conceptualized a rough version of the prototype. In the glass section of the museum, we made some observations that were key to the first version of the prototype.

First of all, the glass objects are exposed in vitrines, they couldn’t be touched or picked up and could not be looked at from all angles. Of course, not being able to pick up objects in a museum is normal. However, as a lot of these objects are tools and utensils, being able to do so would contribute to the understanding of the object. We also know from experience in earlier projects, like meSch, that being able to pick up objects leads to more user engagement.

Glass tools (left) and glass objects (right) exhibited in display windows at CNAM. Photos: Waag

The next thing we noticed is that some objects were related to other objects that were displayed in different rooms of the museum. For example, the glass tools and a glass product were not in the same room. The reason for this is that there are different ways to classify object. The tools were in the tooling section and the carafe was in a section with artworks. However, these objects are part of the same story that we would like to tell: the process of glass making.

Another observation that we made was that some of the objects key to the story were not on display in the museum, for example a furnace and piece of wet paper were not there.

Augmented reality

As we decided upfront, the prototype should help to get insight in the process of glass making. With these observations, we could translate the story of glass in a more generic story. One could say that in the context of crafts, a general pattern is that objects are used with other objects (for example tools with materials), in different parts of the process. That is what we want our digital experience to give insight in.

We also concluded that the use of augmented reality (AR) technology could be of value for this prototype. With AR, it is possible to create the sense of picking up (virtual representatives of) objects, use them in another room, and show objects that are not physically there.

Mark the process

We returned back home and worked out several concepts. Next, we aggregated common interaction principles from our concepts. Our interaction principles showed similarities to (adventure) games. Adventure games are like a puzzle: you often have to pick up objects, sometimes not yet knowing what for, and use them at another location, sometimes in combination with another object.

One of our concepts focused at the carafe, named “Mark the Process”. This concept would lend itself for this type of adventure-like (mini) game. The central piece in this game would be the various parts and stages of completion of the carafe. This is how the process of making this type of carafe is currently displayed in CNAM. Wouldn’t it be nice if you had pick up the tools associated with this process in the one room, and place them at the right “step” in the other room? We also liked the idea of being able to collect museum objects and take them home for closer inspection.

The use of markers

With this concept in mind, we started implementing a proof of concept as a smartphone app. From previous AR projects, we had experience with the combination of Vuforia (AR framework) and Unity3D (gaming engine). The former is very well integrated in the latter, making it an ideal tool for (at least) prototyping. Vuforia support various ways of augmentation, both marker-based as marker less.

Markers are physical signs that are recognized by the app to instigate interaction. Using markers makes the app less dependent on local lighting conditions, which were not ideal or constant at CNAM. Recognising a marker, instead of an object itself, generally just works better. Additionally, using markers could make it easier for users of our app to see at which locations in the museum they could interact, because they serve as a visual clue. When you’re in a museum with thousands of objects, it is convenient that you can see immediately (without using a device) which ones are interactable. Finally, markers are easier in use. Augmenting an object by placing a marker in front of it is less challenging then having to scan the object and markers make it also easy to place objects in the void. In the longer run, the use of markers helps to accomplish a more generic application for different venues with different content, that allows its content to be authored by curators (as opposed to software developers).

Living room demonstration

Our original intention was to test the prototype at CNAM with random visitors of the museum. But during the development of the app, Covid-19 came around and it became clear that testing the app in a public venue with a real audience would not be possible anytime soon. Furthermore, the Covid-19 situation might even change the way we design things permanently. For example, it might have become undesirable to have devices in a museum that are handed out to visitors or to have installations with touch screens. An AR app that people can run on their own phone should be relative safe and convenient.

With this in mind, we slightly changed our prototyping strategy and made the decision to create a living room demonstration. Originally, the prototype was meant to include virtual copies of the museum objects. By the lack of museum objects in the developer’s house, we used general building tools and convincing 3D models from online repositories.

The prototype demonstrates a few of the principles. The user can pick up object and place them back again, objects can be collected in a treasure chest for later use, objects can be used with other objects by using them with a marker next to that other object, referenced media for the collected object is available as background information, information overlays (giving hints) can be shown and a collection of objects can be used to make simple puzzles. As a gamification element, the user receives badges after completing specific tasks or reaching certain goals.

Next steps

This simple approach allows for a lot flexibility to create puzzle-like games. For example, a timeline game could be created by changing the physical placement of the markers into another linear layout. One could also imagine having different kinds of visual markers for different kind of interactions. One type of marker could indicate that an object can be picked up, and another marker could indicate that an object can be used at that spot.

At this point it is also interesting to think about how these principles can be applied at the other pilot locations. Part of the Mingei project is a pilot in Chios (Greece) on the craft of harvesting and processing Mastic from the mastic tree. Would it be feasible to apply the prototype at the local situation over there by augmenting the Mastic tools and placing markers on and around a real tree? There is still enough work to be done and questions to be answered towards a generic AR application for on-site craft experiences!

Written by Lodewijk Loos (Waag)
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