1 Introduction
Over the past years, important advancements in the field of
eXtended Reality (XR) and the consequent possibility to devise new interaction paradigms by leveraging this technology have attracted more and more the attention of researchers from different application domains. In particular, the adoption of XR has proven capable of bringing many benefits in the
Cultural Heritage (CH) domain, such as by improving accessibility of CH sites or profiling visitors to offer them tailored content [
23,
34]. Among the numberless application scenarios of this technology, this work mainly focuses on preserving and presenting CH content [
32]. As a matter of example,
Augmented Reality (AR) technology and holographic displays have been successfully applied to digital CH to aesthetically enhance exhibits and heritage sites [
47], provide virtual guided tours [
28], and support the learning of ancient languages and culture through novel gamified approaches [
50]. Even looking at
Virtual Reality (VR) technology, it is possible to notice that the number of works that exploit immersive technologies and leverage novel
Human-Computer Interaction (HCI) techniques for exploration and education purposes is progressively growing in the CH literature [
4,
58,
75]. Specifically, VR experiences such as virtual museums have gained increasing popularity.
In fact, virtual museums offer the opportunity to complement traditional, physical visits of the collections, letting users enjoy them from anywhere and at any time [
32]. They also enable the implementation of alternative visiting modalities that are not feasible in physical museums—for instance, users can be allowed to examine and interact with 3D replicas which could represent not only collection objects that are fully preserved but also objects that are partially preserved, damaged, or currently not available for display (e.g., because of being loaned out) [
32]. Given the preceding opportunities, virtual museums are recognized as one of the most cost-effective and dynamic means of connecting visitors to a CH environment, its artifacts, and the associated knowledge [
42].
Despite the numerous benefits, open challenges still remain regarding the level of immersion and presence that can be delivered through these VR applications [
55]. The final goal of VR should be to fully immerse the users in the virtual environment by making them experience the same physical and psychological reactions to the provided stimuli that they would feel in the real world [
2] (i.e., sense of immersion); in this way, the illusion of being part of that experience (i.e., sense of presence) [
62] would be fostered too. Therefore, to maximize the effectiveness of VR use—and, in particular, enhance the perceptual, cognitive, and communicative potential of CH content [
6]—it is crucial to provide high-fidelity, interactive experiences that extensively stimulate the human sensory system [
49]. In this respect, it is worth observing that VR experiences that envisage limited interactions with the surroundings or leverage only inanimate virtual environments can be expected to negatively impact users’ engagement [
74]. For this reason, significant research activities are being devoted to improve the way in which users can interact in VR [
46,
64], as well as to endow these experiences with
Virtual Humans (VHs) designed to closely resemble the appearance and behavior of real individuals [
42]. Studies in the literature already reported psychological effects due to the design of VHs and available interactions [
16].
Concerning the interaction with the VR experience and its elements, researchers have increasingly focused their attention on embodied and tangible HCI [
30]. In particular, the literature shows that
Tangible User Interfaces (TUIs) can be used to provide accurate feedback for different physical shapes and materials [
9,
61], and can also enable new paradigms for I/O and interaction with digital information [
35]; this is possible since they allow users to physically engage with this information, by literally letting them grasp and manipulate it with their hands [
60]. Incorporating haptic feedback can also improve the user experience in VR, enhancing the sense of immersion [
54]. Focusing on CH, TUIs can play a fundamental role in the current museology trend that aims to let the users physically interact with museum collections using touch [
31]. The idea is that, in this way, the users’ senses can be stimulated more, thus improving the learning experience and engagement [
63]. Although touching the objects can be beneficial from the mentioned perspectives, most of the time it is actually impractical. It can expose the objects to contaminants from the users’ skin, leading to potential harm to the collection; moreover, the overuse, accidental dropping, or scratching of the objects can result in their structural damage [
52]. In addition to the risks for the objects, concerns for the users should also be considered, as some objects may pose risks due to their weight, sharp edges, or the presence of hazardous substances [
53]. The use of TUIs could allow to overcome these issues. There are basically two approaches to implement TUIs—that is, active or passive, although hybrid approaches are also possible [
56]. Active approaches can be characterized by different levels of complexity. The most common example is represented by handheld controllers: although these devices support vibrotactile feedback and currently represent the standard interface to interact with objects in VR, they are not suitable for fully stimulating the sense of touch and to provide, such as information about the objects’ weight, shape, and texture [
21]. Other active approaches leverage motors, electromagnets, and further mechanisms to exert forces on the user’s body: however, the higher realism of these stimuli is usually paid with complex and sophisticated setups, which may affect usability [
45]. Passive approaches, in turn, typically referred to as
Passive Haptic (PH) interfaces, or simply PHs, rely on physical props not endowed with any sensor or actuator, which are connected to virtual objects and replace them for VR interaction. PHs are similar to their virtual counterparts in terms of relevant haptic properties and can offer a deeply realistic perception of physical characteristics, since touching real surfaces eliminates the need to simulate properties such as texture, hardness, weight, shape, and size, thus increasing the sense of immersion [
45].
Concerning the second major aspect being investigated to enhance the user experience in VR (i.e., the use of VHs), by considering relevant literature, it can be observed that they typically range from pure decorative elements to intelligent agents supporting the users in different ways [
12]. Focusing on the CH domain, over the past years, VHs in the form of virtual guides started to be embedded in many VR experiences, as they proved to be an effective way to convey information by engaging users in an interactive exchange of knowledge that can promote participation and attention, leading to a deeper understanding [
19,
24]. In fact, VHs can make the stories told in virtual environments more believable, can influence the users in a positive and constructive way [
38] by motivating them to enjoy the content longer, and can enable unstructured narrative experiences without losing critical information [
70]. However, the introduction of VHs in VR does not come without challenges [
38], since the lack of consistency in the replica’s realism can lead the users to experience unintended cold or eerie feelings [
41]. This effect is known as the “uncanny valley” [
44], and it is the result of a perceptual mismatch due to the observation of conflicting cues in the avatar’s appearance—for example, unnaturally large eyes in a realistic and well-proportionated face [
57]. To limit this effect, the research proposes mechanisms such as increasing the character’s physical attractiveness, avoiding altering the natural body structures and proportions, considering not only the gender but also the details of body characteristics (e.g., skin color and unique features) when designing VHs that have to resemble real people, and providing time for the users to get accustomed to the VHs [
57]. Realism includes the possibility for the users to interact with VHs naturally, to avoid affecting the sense of presence and introducing other possible mismatches and inconsistencies [
17].
To this aim, several works have proposed using
Speech User Interfaces (SUIs) [
22], based on speech recognition and synthesis [
22,
59]. The use of voice in HCI has already been proven to be capable of enabling plausible 3D experiences [
13] and stimulating the communication of CH content [
8].
Moving from the preceding considerations, this article presents the design and development of a high-fidelity, curated experience in VR that supports interaction with CH content based on both TUIs and SUIs. The work builds upon a previous work [
55] that proposed an experience in which a virtual curator guides the users in the exploration of Ancient Egypt remains. The work involved experts from the Museo Egizio in Turin, Italy, who provided historical background and participated in the generation of the VR assets. With respect to the previous work, in which interaction with the VH and the objects was mediated by the handheld controllers, the experience designed in the present article moves some further steps toward the adoption of more natural interaction modalities. In particular, the remains can be physically manipulated as they are managed in the VR experience as PHs; furthermore, the users can ask for information about the remains through their voice by interacting with a conversational avatar representing the curator.
A user study has been carried out to assess the effectiveness of integrating TUIs and SUIs in a CH experience from different perspectives. More specifically, the proposed experience has been compared with that in prior work [
55], with the aim of studying the impact that the considered interfaces can have on users’ engagement. Engagement has been investigated by collecting data regarding the perceived sense of immersion, presence, user experience, usability, and intention to visit. To isolate the contribution brought by each interface, the study was carried out in the form of a breakdown analysis.
5 Results
The statistical significance of the obtained results was analyzed by performing the Friedman test (p-value \(\lt\) 0.05) with the Wilcoxon signed-rank test for paired samples as post-hoc. The effect size was measured through Cohen’s d.
As said, the first section of the questionnaire requested the participants to evaluate the usability of the four modalities using the SUS [
7]. Based on collected results (BL: 74.38, onlyTUI: 83.13, onlySUI: 78.02, SUI+TUI: 91.46;
\(p\lt .001\)), the participants found the SUI+TUI modality more usable than the BL (
\(p\lt .001\),
\(d=-1.329\)), onlyTUI (
\(p=.014\),
\(d=-0.658\)), and onlySUI (
\(p\lt .001\),
\(d=-1.162\)) ones. Moreover, the onlyTUI modality was perceived as more usable than the BL one (
\(p=.044\),
\(d=-0.526\)). The scores assigned to each statement are reported in Figure
11. According to the categorization proposed by Bangor et al. [
3], the scores obtained by the four modalities correspond to the following grades (adjective rating): BL: B (Good), onlyTUI: A (Excellent), onlySUI: B+ (Good), SUI+TUI: A+ (Excellent).
Regarding the second section of the questionnaire based on other works [
15,
39], an overall score was obtained for the intention to visit the museum and intention to again use the VR experience in future visits of the museum by averaging the scores assigned to each statement (it is worth noticing that to compute average values and for the sake of readability, the scores for statements in a negative form in the second and in the remaining sections have been reversed, mapping all values on a worse-to-better scale). Overall, significant differences were observed for both the intention to visit (BL: 3.18, onlyTUI: 3.53, onlySUI: 3.23, SUI+TUI: 3.72;
\(p\lt .001\)) and the intention to use again the VR experience in future visits (BL: 3.76, onlyTUI: 4.08, onlySUI: 3.82, SUI+TUI: 4.25;
\(p\lt .001\)). More specifically, it was observed that the participants were more willing to visit the museum after having used the SUI+TUI modality than the BL (
\(p=.001\),
\(d=-0.627\)), onlyTUI (
\(p=.022\),
\(d=-0.228\)), and onlySUI (
\(p\lt .001\),
\(d=-0.570\)) ones. Moreover, the onlyTUI modality was preferred to the onlySUI (
\(p=.011\),
\(d=-0.379\)) and BL (
\(p=.004\),
\(d=-0.442\)) ones. Concerning the intention to use again the VR experience in future visits, the participants preferred the SUI+TUI modality more than the BL (
\(p=.002\),
\(d=-0.614\)), onlyTUI (
\(p=.034\),
\(d=-0.225\)), and onlySUI (
\(p=.004\),
\(d=-0.543\)) ones. Moreover, post-hoc significant differences were observed between the onlyTUI modality and both the BL (
\(p=.006\),
\(d=-0.399\)) and onlySUI (
\(p=.013\),
\(d=-0.329\)) ones. For both dimensions in this section, no significant differences were observedbetween the BL and onlySUI modalities.
Results regarding the sense of immersion based on the IEQ [
36] are reported in Figure
12. Overall, significant differences were found (BL: 3.17, onlyTUI: 3.42, onlySUI: 3.33, SUI+TUI: 3.72;
\(p\lt .001\)). In particular, the participants reported that when using the SUI+TUI modality, they had the perception to be more immersed in the VR experience than with the BL (
\(p\lt .001\),
\(d=-1.342\)), onlyTUI (
\(p=.001\),
\(d=-0.654\)), and onlySUI (
\(p\lt .001\),
\(d=-0.905\)) ones. Moreover, the BL modality was found to stimulate a lower sense of immersion than the onlyTUI (
\(p=.001\),
\(d=-0.618\)) and onlySUI (
\(p=.002\),
\(d=-0.444\)) ones.
With respect to the sense of presence, evaluated through the PQ [
73], statistically significant differences were observed for both the considered factors—that is, involvement (BL: 4.71, onlyTUI: 5.52, onlySUI: 5.15, SUI+TUI: 6.18;
\(p\lt .001\)) and sensory fidelity (BL: 3.64, onlyTUI: 6.28, onlySUI: 3.72, SUI+TUI: 6.32;
\(p\lt .001\)). Results are detailed in Figure
13. Starting from the factor related to the involvement, it was observed that all differences analyzed through a post-hoc analysis were statistically significant. In particular, the participants judged the SUI+TUI modality as able to make them more involved in the VR experience than the BL (
\(p\lt .001\),
\(d=-2.232\)), onlyTUI (
\(p\lt .001\),
\(d=-0.815\)), and onlySUI (
\(p\lt .001\),
\(d=-1.545\)) ones. Furthermore, the onlyTUI modality was preferred to both the BL (
\(p=.001\),
\(d=-0.987\)) and onlySUI (
\(p=.007\),
\(d=-0.452\)) ones, whereas the onlySUI modality made the participants feel more involved than the BL one (
\(p\lt .001\),
\(d=-0.636\)). Moving to the sensory fidelity factor, the SUI+TUI modality was perceived as capable of stimulating the senses more faithfully than the BL (
\(p\lt .001\),
\(d=-3.404\)) and onlySUI (
\(p\lt .001\),
\(d=-3.452\)) ones. Moreover, the onlyTUI modality was judged to be characterized by a sensory fidelity higher than the BL (
\(p\lt .001\),
\(d=-3.402\)) and onlySUI (
\(p\lt .001\),
\(d=-3.454\)) ones. No statically significant differences were observed between the SUI+TUI and onlyTUI modalities, as well as between the BL and onlySUI ones.
Concerning the overall user experience (Figure
14), evaluated through the statements of the GEQ [
36], statistically significant differences were observed (BL: 4.10, onlyTUI: 4.23, onlySUI: 4.25, SUI+TUI: 4.53;
\(p\lt .001\)). More specifically, the participants reported a better user experience with the SUI+TUI modality than the BL (
\(p\lt .001\),
\(d=-1.274\)), onlyTUI (
\(p=.002\),
\(d=-0.707\)), and onlySUI (
\(p\lt .001\),
\(d=-0.828\)) ones. The post-hoc analysis also indicated significant differences between theBL and onlySUI modalities (
\(p=.012\),
\(d=-0.380\)).
Finally, the distribution of the preferences reported by the participants at the end of the experiment are shown in Figure
15. The statistical analysis produced the following ranking: first: SUI+TUI, second/third: onlyTUI and onlySUI (tie), and fourth: BL (
\(p\lt .001\)).
5.1 Discussion
Based on the summary in the previous sub-section, it can be stated that the SUI+TUI modality was judged as superior compared to the other modalities for most of the studied dimensions. To dig into the motivations behind the high appreciation for this modality, it is possible to look at the scores assigned by the participants to individual items of the various questionnaire sections.
Starting from the statements regarding the SUS (see Figure
11), it can be noticed that, generally, the usability of the SUI+TUI modality was rated higher than that of the other modalities, especially the BL one. A reasonable motivation could be related to the ease of learning and use of this modality with respect to other ones. In fact, the comparison of BL and SUI+TUI modalities reveals that the latter was judged as characterized by a lower complexity (Q2,
\(p=.001\)), as easier to use (Q3,
\(p=.005\)) and learn (Q7,
\(p\lt .001\); Q10,
\(p\lt .001\)), as requesting lower help to be used (Q4,
\(p=.006\)), and as showing a less cumbersome interaction (Q8,
\(p=.001\)). The improved interaction enabled by the SUI+TUI modality made the participants feel more confident using it (Q9,
\(p=.013\)) and judge it as characterized by a lower inconsistency (Q6,
\(p=.038\)) than the BL one. Interestingly, all of these differences were also observed comparing the SUI+TUI modality with the onlySUI one; this finding may indicate that the difficulties in using the BL and onlySUI modalities could mainly derive from the use of the controllers. These results could be party due to the relatively low experience of the participants with VR systems, since less than 40% of them stated to use this technology regularly. In particular, as indicated in the comments provided at the end of the experiments, the participants who were not familiar with VR lamented an increased cognitive demand associated with the need to remember the mapping between the application functionalities and the controllers’ buttons; for this reason, when using the BL and onlySUI modalities, the participants needed more time to familiarize with the interface than when using the SUI+TUI modality.
The high usability of the SUI+TUI made the participants more willing to use the experience frequently with this modality than with the other ones, as indicated by the scores assigned to item Q1 of the SUS (\(p\lt .001\)) as well as to items in the second section of the questionnaire concerning the intention to use. Moreover, the results of the second section show that the SUI+TUI modality increased the interest of the participants in visiting the museum after the VR experience more than the other modalities. This result is probably linked to the difficulties that the participants faced in interacting with the application when using, in particular, the BL and onlySUI modalities. The lower effort required by the SUI+TUI and onlyTUI modalities allowed the participants to focus more on the content of the experience, thus stimulating their curiosity to explore the rest of the collection.
Looking closer at the individual results regarding sense of immersion, it is possible to notice that the scores of individual items assigned to the SUI+TUI modality were generally higher than those of the other modalities. Figure
12 shows a clear preference for the SUI+TUI modality with respect to the other ones—for example, for items Q1 (
\(p\lt .001\)), Q5 (
\(p=.009\)), Q10 (
\(p\lt .001\)), and Q11 (
\(p\lt .001\)). These items highlight its ability to decouple the real and virtual environments (Q1 and Q5) by immersing the participants in a seamless virtual experience in which they were allowed to use their own voice and grab the objects with their hands as they would do in the real world (Q10 and Q11). The analysis of items Q4 (
\(p\lt .001\)), Q7 (
\(p\lt .001\)), and Q9 (
\(p\lt .001\)), which regard the sense of embodiment in the VR experience, shows a clear dominance of the SUI+TUI modality on the other ones. Considering items Q4, Q7, and Q9, it is also possible to notice that the introduction of even just the TUI or the SUI led to an increased sense of immersion, as statistically significant differences were also observed considering the BL, onlyTUI, and onlySUI modalities.
Moving to the fourth section of the questionnaire, results indicate that the introduction of natural interaction mechanisms enhanced the sense of presence. Analyzing the individual items, it emerges that this outcome can be related to a number of factors. First, as already discussed when analyzing usability, the participants reported to be more confident in using the SUI+TUI than the other modalities, as they found it to offer more control and awareness of the virtual environment. This aspect is also confirmed by the scores assigned to Q1 (
\(p=.007\)), Q2 (
\(p=.002\)), and Q8(
\(\lt .001\)) of the PQ (see Figure
13(a)). The strength of the SUI+TUI modality is mainly derived from the ability of this modality to enable more natural interactions with the virtual environment (Q3,
\(p\lt .001\)) and improve the mechanisms for controlling the virtual object (Q5,
\(p\lt .001\)). As a result, the operations made with the SUI+TUI modality appeared to be more consistent with the real-world ones (Q7,
\(p\lt .001\)), and the participants felt that they were more involved in the virtual experience (Q11,
\(p\lt .001\)). Considering items Q3, Q5, Q7, and Q11, it can be observed that the BL modality was considered as the worst one concerning this aspect, as natural interactions are missing. Moreover, scores assigned to item Q10 confirm the higher preference of the participants for the SUI+TUI modality over the BL one (
\(p\lt .001\)), and since statistically significant differences were also observed considering all of the modalities, they also indicate that the lack of physical interactions in the onlySUI modality affected the sense of presence, leading the participants to prefer the onlyTUI one.
Considering the items in this section that asked the participants to rate how compelling were some aspects of the VR experience, the SUI+TUI modality was preferred to all of the other modalities both for controlling the virtual object (Q6, \(p\lt .001\)) and to move in the environment (Q9, \(p\lt .001\)); it is worth observing that since the VR experience expects the users to remain seated, for the sake of the performed evaluation the latter item was associated with the operations performed by the participants to ask the virtual curator for explanations, as well as explore the environment using the head/gaze. The preceding results can be explained by the mentioned usability issues and by the need to interact with the GUI, which forced the participants to perform movements to point at (with the BL modality) or press (with the onlyTUI modality) the virtual buttons. Moreover, the GUI could partially occlude the visualization of the virtual environment, thus requesting the participants to move it away to clear their view. Statistically significant differences were also observed between the onlySUI and onlyTUI modalities, with high preference expressed for the latter. This outcome suggests that the lack of haptic feedback reduced the interest of the participants in interacting with the virtual object and moving in the environment, since the use of the PH enabled a more compelling interaction than the controllers. It was not surprising to find statistically significant differences for the item regarding physical interaction (Q12, \(p\lt .001\)), since the use of the PH helped the participants identify the characteristics of the remain (i.e., shape and surface features) with their hands. This is reasonably the motivation that made the participants rate the onlyTUI and SUI+TUI modalities as better than the BL and onlySUI ones.
Finally, the possibility to touch the remains with own hands also improved the sensory fidelity of the modalities characterized by the use of PHs (SUI+TUI and only PH) compared to the modalities based on the controllers (BL and onlySUI). As shown in Figure
13(b), the participants found it easier to survey the environment using touch (Q1,
\(p\lt .001\)), examine the virtual object (Q2,
\(p\lt .001\)), and observe it from different viewpoints (Q3,
\(p\lt .001\)).
Considering the user experience, the last section of the questionnaire shows that, in general, the participants appreciated the VR experience, as they assigned scores higher than 4 to all the modalities. Focusing on statistically significant differences, it emerges that the SUI+TUI and onlyTUI modalities made the participants more interested in the content of the experience (Q1, \(p=.038\)). The BL modality was considered a quite common way to interact with a software application, whereas combining the TUI and SUI in the same application was recognized to provide an experience more impressive than that offered by the other modalities (Q4, \(p\lt .001\)). The ease of use of the SUI+TUI modality, which does not request to use the controllers or to interact with a GUI, is highlighted by items Q9 (\(p=.011\)), Q12 (\(p=.029\)), and Q13 (\(p=.007\)). At the end of the VR experience, the participants expressed a higher level of satisfaction for this modality, as confirmed by statements Q11 (\(p\lt .001\)) and Q14 (\(p=.008\)).
Finally, the overall ranking confirmed the general trend observed in the previous sections. More specifically, the majority of the participants (75%) rated the SUI+TUI as the most preferred modality. Although the onlyTUI modality was rated as the second choice by the majority of the participants (50%)—compared to the 20.83% of the onlySUI modality—no statistically significant differences were found between these two modalities; 58.33% of the participants considered the BL as the worst modality.
6 Conclusion and Future Work
This article illustrated the design of a high-fidelity VR experience in which the users are accompanied in the discovery of remains belonging to the collection of Museo Egizio in Turin by a virtual curator. The article extends previous work [
55], where a preliminary implementation of the experience was presented in which interaction was based solely on the VR handheld controllers and the curator presented the content associated with the objects in a pre-defined order.
In the present work, the focus is on boosting the sense of immersion and presence in the VR experience by leveraging natural HCI techniques. In particular, the use of TUIs and of SUIs is investigated. TUIs, in the form of PH props, are exploited to allow the users to explore the remains not only visually but also physically by manipulating their 3D-printed replicas and feeling their shape, surface, size, and so forth; SUIs, in turn, are leveraged to let the users communicate with the curator using their voice and ask for explanations about the remains in the preferred order. Although the implementation considered Ancient Egypt remains, the architecture supporting it is general and could be easily applied to different handheld objects of other museums. It is worth noticing that results have been achieved by considering participants who represented a specific age range and were generally not familiar with CH. However, the literature shows that results related to the application of digital technologies could be age dependent [
14] and influenced by the previous knowledge of the participants of the specific domain [
48]. Hence, in the future, the user study could be extended to take into account users of different ages and backgrounds, thus resembling a wider target of museum visitors.
A user study was carried out as a breakdown analysis to assess the impact brought by the incremental introduction of the considered interaction techniques on users’ engagement. Results showed that the use of TUIs and SUIs can significantly increase usability, as well as perceived sense of immersion, presence, and user experience compared to controller-based interaction, also raising the users’ interest in visiting the museum or using this kind of experiences in future visits. The study also revealed that the introduction of only one of the analyzed interfaces can have a positive effect on engagement; although a clear advantage of one of the two techniques on the other could not be found (as indicated also by the final ranking), it was noticed that the contribution brought by the TUI was more important than that of the SUI, especially at improving the sense of presence.
Future works will be devoted to evaluating alternative interaction paradigms that may be used when the noise of the real environment prevents the correct recognition of the users’ speech. Possible alternatives could consider the use of eye gaze, as proposed in other VR experiences like Sky VR: Hold the World;
23 this way, social interaction with the virtual curator could also be boosted. Moreover, the interaction with the GUI in the modality leveraging only the TUI (which was found to reduce immersion since it does not provide haptic feedback to button presses) could be improved by building the interface on the physical prop (like in the work of Hulusic et al. [
32]) or moving the virtual buttons close to the surface of the remain (so that the users can press the button and feel the surface of the PH). Finally, considering the storytelling, alternative experiments will be carried out to determine whether it is preferable for the users to choose the topic they are interested in (like in the current implementation) or to have a pre-defined sequence of explanations (which would make the experience less interactive, thus possibly less engaging): in the former case, it will be necessary to evaluate approaches capable of helping the usersidentify the topics that are still to be presented (the approach currently adopted based on book titles can be effective to avoid missing content in the experience but would hardly scale with a larger number of explanations per object).