Papers for

museum exhibit designers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Eye-tracking dataset reveals how people look at paintings

AVAtt: A Free-Viewing Eye-Tracking Dataset and Benchmark for Visual Attention on Paintings

Abstract: Saliency and scanpath models are developed almost exclusively on natural photographs, yet paintings are composed by artists to guide the viewer's eye and differ from photographs in texture, colour and abstraction. We introduce \avatt, a free-viewing eye-tracking dataset on \nImages{} paintings spanning sixteen art movements and five centuries, with \nScanpaths{} scanpaths and \nFixations{} fixations from \nParticipants{} participants (\spPerImageMin--\spPerImageMax{} observers per painting). For every painting we release individual scanpaths with fixation timing and eye--screen distance, fixation maps, saliency maps smoothed at one degree of visual angle, temporal saliency videos and rich art metadata. We benchmark classic and deep saliency models against human agreement, revealing substantial headroom for art-aware models, and rank 44 scanpath-similarity measures, including a new language-free family of image-encoder metrics built on ten CNN, ViT and self-supervised encoders. With controls that remove viewing biases, we show that faces are fixated \faceEnrich$\times$ more than expected and within half a second, that local structure draws the eye, that composition rules fitted from image content predict where people look, and that art style shapes how much viewers agree. Dataset, code and a Python package are available at: https://huggingface.co/datasets/Amine-CV/AVAtt.

Wed 21 OctComputer Vision and Pattern RecognitionHuman-Computer Interaction
The gist
People look at paintings differently than photos because artists use color, texture, and composition to guide our eyes. The authors created a large dataset that tracks where and when people look at over a thousand paintings from many art styles and centuries. They tested existing models that predict eye attention on these paintings and found these models can improve by considering art-specific details. Their work also shows people look at faces quickly and that art style affects how viewers focus on different parts of a painting.
Open → 2610.30481v1

Generative AI reshapes museum displays and visitor interaction

From Prefabricated Content to Situated Generation: A Four-Wave Longitudinal Study of AI-Mediated Museum Surfaces and Spaces

Abstract: Generative AI changes a basic condition of interactive surfaces and spaces (ISS): visitor-facing content can be produced during interaction rather than fully authored before it. We report a longitudinal qualitative study with 23 Chinese science museum practitioners, interviewed annually from 2023 to 2026 (retention 23 to 19) and analyzed using reflexive thematic analysis. Participants' accounts moved from anticipated epistemic and operational risks, through backstage experimentation and visitor-facing trials, toward situated governance and renewed questions about the purpose of museum interaction. Following these changes over time shows how generative AI reconfigured the design problems of museum ISS: generated content appeared under institutional authority; inference delay became publicly and bodily experienced; concurrent touch, gesture, and speech created ambiguous multi-user intent; and post-generation editing could leave curators selecting within an AI-defined possibility space. We conceptualize the resulting shift as a movement from prefabricated display to situated generation and formulate four design propositions concerning provenance at the point of display, spatially appropriate fallback, multi-intent negotiation, and curatorial control before generation. These propositions are grounded in practitioner accounts rather than evaluations of implemented solutions.

Fri 16 OctHuman-Computer Interaction
The gist
Typically, museums prepare all visitor content in advance. This study followed Chinese science museum workers over four years as they adapted to using AI that can create content during visits. The researchers found that AI introduced new challenges like delays in generating responses, mixing multiple visitors' interactions, and needing ways to control AI content before it shows. Their work highlights a shift from showing fixed displays to creating dynamic, on-the-spot experiences with AI.
Open → 2610.24076v1

Physical 3D model shows climate effects for urban heat education

Climate Physicalization: Bridging Tangible Interaction and Data Visualization for Environmental Communication

Abstract: Raising awareness of climate topics, such as urban heat mitigation, requires communicating complex data to a broad audience. Data physicalization has emerged as a novel method to connect audiences to such complex topics through tangible forms while also leveraging interactivity to foster deeper engagement. This paper introduces an situated geospatial thermal physicalization prototype, designed to enhance communication and education of environmental information through hands-on engagement. The physical model depicts a 3D model of an urban neighborhood, with radiation data represented as a layered contour structure. The model incorporates three interchangeable climate adaptation scenarios, alongside an externally mounted, electronically driven solar path representation featuring multiple discrete LEDs that can be switched on and off at will. To investigate how people engage with the model, we conducted a hands-on qualitative lab study with 16 participants, using think-aloud, observational, and questionnaire protocols. Overall, participants responded very favorably to the model, highlighting the novelty of the visualization approach and its capacity to improve the interpretability of the presented information.

Thu 15 OctHuman-Computer Interaction
The gist
Communicating complex climate data like city heat can be hard for many people to understand. The authors created a tangible 3D model of a neighborhood that shows heat radiation as layers and includes different climate adaptation options. The model uses lights to show the sun’s path, making it more interactive and easier to explore. People who tested it found the model helpful for understanding the information and liked its hands-on approach.
Open → 2610.21401v1

Simulation reveals social movement patterns in ancient pompeian household

IMPACT: Modeling Socially Interdependent Movement in a Generative Multi-Agent Simulation of a Pompeian Household

Abstract: Simulations of archaeological sites can make interpretations of past cultural practices observable and examinable. Generative multi-agent simulations offer a bottom-up approach to modeling how people collectively moved through and used historical spaces. However, current agents designed to simulate everyday life often plan and act independently, limiting their ability to capture how movement depends on others' actions. We introduce IMPACT (Interdependent Movement Planning through Inter-Agent Constraints and Triggers), an architecture that uses culturally specific roles and obligations to define dependencies among agents' activities and guide coordination. IMPACT connects socially gated milestone planning, wait-or-prompt resolution, structured directive issuance, and directive integration. These mechanisms determine whether and when activities can begin or change as social conditions evolve, producing socially constrained and prompted movement as their primary observable outcome. We instantiate IMPACT in a five-hour simulation of a Pompeian dinner involving ten agents across interdependent roles. Analysis of five simulation runs shows how social roles, responsibilities, and status relations shape household activities and spatial practices, as reflected in patterns of co-location, asymmetric waiting, co-movement, and social directives. In a controlled ablation evaluation, thirty-seven participants rated the complete architecture's behavior as more socially coherent and believable than that of two reduced architectures. Interviews with six archaeology experts highlighted historically plausible movement patterns and the simulation's potential to support archaeological interpretation, while identifying areas requiring stronger historical grounding for future work.

Tue 29 SeptMultiagent Systems
The gist
It can be hard to understand how people moved and interacted in ancient homes. The authors created a computer simulation called IMPACT that models how people’s actions depend on others based on social roles and rules. They tested it with a dinner scene in a Pompeian house and found that the simulation showed realistic social behaviors like waiting or moving together. Experts found these patterns believable and useful for interpreting ancient life.
Open → 2609.38113v1

Visual motion on screens changes pedestrian walking paths in public

Visual-Motion-Induced Modulation of Pedestrian Trajectories Using Spatially Distributed Multi-Display Signage in Public Spaces

Abstract: Multi-display signage (MDS), now ubiquitous in urban environments, has the potential to influence human behavior and experience in public spaces. However, despite its unique capability to present spatially distributed dynamic visual stimuli, its current use is mainly limited to advertising. In this study, we propose a perception-based approach for laterally modulating pedestrian trajectories as a nonverbal means of guiding pedestrians in public spaces. The approach is motivated by vection, the illusion of self-motion, and uses laterally moving monochrome stripes, a standard stimulus in vection research, presented across spatially distributed displays to elicit postural responses that may bias pedestrian trajectories. We evaluated the approach through a controlled laboratory experiment and a real-world field deployment involving actual pedestrian flows in a national museum. The laboratory experiment examined whether the MDS setup induced trajectory shifts in the direction predicted by prior research on the behavioral effects of vection. The field deployment investigated whether comparable effects would emerge in aggregate pedestrian behavior during unconstrained movement under conditions closer to those of urban public spaces. In the laboratory, full-screen motion significantly biased walking trajectories in the direction of visual motion, whereas partial-stripe motion produced no significant directional effect. In the field deployment, opposing full-screen motion conditions produced direction-consistent differences in aggregate pedestrian positions. The field results, observed despite the substantial variability in real-world pedestrian flows, extend the controlled laboratory findings and provide ecologically valid evidence supporting practical MDS-based pedestrian modulation in public settings. The results further suggest that sufficient visual-motion coverage may be important.

Thu 10 SeptHuman-Computer Interaction
The gist
Big screens showing moving stripes can trick people’s brains into feeling like they are moving sideways, even when they are not. The authors tested this idea in a lab and at a national museum and found that when these patterns cover a large part of people’s field of view, they tend to walk slightly in the direction the stripes move. This shows that such visual illusions on multiple displays can subtly guide where crowds walk without saying a word. It could help designers manage foot traffic in busy places.
Open → 2609.11088v1

Toolkit uses 3D shapes to show London river health data

Exploring 3D Glyph Physicalizations for Public Engagement through River Health

Abstract: Introduction: In this paper, we present the preliminary design of a toolkit for making glyph-based physicalizations for public engagement. We use London river health data as a case study: a data set of significance to urban issues related to climate change and of interest to draw public attention, as part of the Greater London Authority's strategies. Design: We present the components of a 3D glyph-making toolkit, its encodings, and a step-by-step process for crafting a physicalization of a river's water quality using recycled materials. We reason about how users can use the template to learn about a data set while reflecting on the data's significance to their personal experience and self-mapping onto the physicalization. Reflection: We reflect on the opportunities that extending the design space of glyphs to 3D physicalization offers for supporting public engagement with complex, multi-dimensional data sets, scaffolding cognitive processes, and self-reflection, thereby bringing crucial environmental data to life. Conclusion: Future implementation of the 3D glyph template will enable the public of all abilities to explore river health data, physicalize complexity, and realize its relevance. We hope that its use in public engagement workshops will help raise awareness, invite care, and foster a sense of belonging.

Tue 8 SeptHuman-Computer Interaction
The gist
Understanding complex environmental data like river health can be hard for many people. The authors designed a toolkit that helps make physical 3D shapes, called glyphs, using recycled materials to represent water quality data from London's rivers. This hands-on approach allows people to connect with the data through making and handling these shapes, helping them learn and reflect on local environmental issues. The toolkit aims to make this information accessible to people of all abilities and encourage care for the environment.
Open → 2609.09472v1

Living Library turns digital archives into in-person conversational exhibits

The Living Library: Transforming Archival Collections into Conversational Knowledge Systems -- Lessons from the Theodore Roosevelt Presidential Library

Abstract: We present the Living Library, an end-to-end framework for transforming fragmented digital archives into governed, conversational, in-person exhibit experiences. Developed and deployed at the Theodore Roosevelt Presidential Library, the framework comprises four layers: digitization and corpus creation, AI-powered processing, retrieval and reasoning, and an optional embodied conversational interface. The first three layers aggregate a 300,000-record collection, apply OCR and structured metadata enrichment for expert curatorial review, and publish records to a hybrid dense/semantic index. Expert review is conducted through the Archivist App, a curator-facing interface that supports correction of AI-generated transcriptions and metadata. The governed corpus powers both a researcher-facing interface and Talk to TR, a continuously operating exhibit that embodies Theodore Roosevelt as a full-scale digital human within a museum environment. To support live, face-to-face interactions, Cross-Era Analogical Grounding reframes contemporary questions through documented historical parallels, allowing Roosevelt to address present-day topics without inventing facts. Dual-path retrieval and end-to-end streaming keep responses grounded and responsive. Layered watchdogs, visitor-session isolation, automated conversation management, and independently restartable services enable reliable unattended operation for hundreds of visitors. Avatar realism, spatial audio, lighting, staging, and conversational design are developed and evaluated as an integrated experience. Rather than report a controlled benchmark, we describe lessons from operating Talk to TR as a public exhibit and offer a transferable model for transforming archival collections into believable, in-person conversational experiences.

Tue 8 SeptComputer Vision and Pattern Recognition
The gist
Many digital archives are disorganized and hard to explore. The authors designed the Living Library system to fix this by turning archival records into interactive, face-to-face exhibits where visitors can talk with historical figures. Using the example of Theodore Roosevelt’s library, their system digitizes and organizes records, uses AI to understand and retrieve information, and powers a lifelike digital Roosevelt who answers questions based on historical facts. This approach helps visitors engage directly with history in a believable conversation without making things up.
Open → 2609.09368v1

Visualizing colonial rule through time and geography to reveal power structures

Visualizing Colonial Regimes: A Multi-View Approach to (Historical) Political Transformation

Abstract: This paper takes a critical approach to visualization of colonial regimes. Drawing on critical hermeneutics and postcolonial theory, we created interactive visu- alizations revealing the constructed nature of colonial categories and exposing the hierarchies between empires and territories. Using the Varieties of Political Regimes dataset, our approach combines temporal flow visualization and geo- graphic distribution mapping. This allows us to contextualize colonial rule within broader patterns of political change. Our visualization challenges conventional, static, and isolated representations of colonial data by making the interpre- tive frameworks underlying colonial categorization visible through coordinated temporal, spatial, and relational views.

Tue 8 SeptHuman-Computer Interaction
The gist
Maps and charts often show colonial empires in fixed ways that hide how they changed and the ideas behind them. The authors used data about different political regimes over time to make interactive visualizations that show colonial rule as something shaped by complex histories and unequal relationships. Their tools let viewers see how empires evolved and how territories were categorized, showing the stories and power differences behind old maps. This helps people understand colonial history more deeply by making its assumptions visible.
Open → 2609.08518v1