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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Virtual, Remote Participation in Museum Visits by Older Adults: A Feasibility Study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Galena Kostoska</string-name>
          <email>kostoska@disi.unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marcos Baez</string-name>
          <email>baez@disi.unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Florian Daniel</string-name>
          <email>daniel@disi.unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fabio Casati</string-name>
          <email>casati@disi.unitn.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Trento Via Sommarive 9</institution>
          ,
          <addr-line>38123 Povo (TN)</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The goal of this paper is to understand if older adults can participate in remote museum visits with virtual environments, and which design factors would be crucial for remote participation system success. We report on a study with 30 older adult participants, identifying strong and weak points of different designs for remote participation and identifying future design directions. Our results illustrate that different designs can change communication dynamics, exploration and navigation patterns, and we describe the design features that led to this. An interaction-free design was found to be the easiest to use, while virtual environments are perceived as aesthetically appealing. Implications for developers are discussed.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Previous research has investigated the use of technology to
support communication between remote friends or family
members in different contexts: reading books [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],
connecting families [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ], watching TV and attending family events
or parties [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The use of shared media in this context usually
aims to go beyond simply conversing and to actually make
the remote particpants part of everyday episodes of life [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Copyright held by the authors.
      </p>
      <p>
        Judge et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] found that families in particular enjoy
sharing extended moments of time which are not easily captured
only with photos. Although photos and videos can be shared
immediately after an event, this event has passed and leaves
no opportunity for the remote participant to actively take part
in it [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Further, they found that children/grandchildren are
mainly sharers of information and parents/grandparents are
the receivers of information. In order to actually share
information, people typically use a combination of technologies
such as telephones, email, messengers, and video
conferencing [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. People almost always choose the technology that is
both easy for them to use and likely to allow them to reach
their social contacts.
      </p>
      <p>
        Some studies [
        <xref ref-type="bibr" rid="ref10 ref3">10, 3</xref>
        ] show that older adults can overcome
social and spatial barriers with the help of ICT. Winstead et al.
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] reports on qualitative studies where older adults from
assisted living communities used technology like Google Maps
with Street View and virtual tours of cultural institutions,
allowing them to stay connected with the places of sentimental
value or to “visit” places of interest that are no longer
accessible to them. These online visits resulted in lower levels of
loneliness and social isolation.
      </p>
      <p>
        Our work specifically focuses on remote participation in
museum visits, informed by previous research on social museum
experiences for remote visitors [
        <xref ref-type="bibr" rid="ref1 ref4">1, 4</xref>
        ]. Studies with remote
participants have shown that social interaction with
companion(s) while co-visiting can directly influence the remote
visitor’s museum experience. Awareness of other visitors’
engagement with the exhibits as well as direct interaction with
each other are however still overlooked. Our work advances
previous works by specifically investigating how we can
improve these two aspects.
      </p>
      <p>With this motivation, our research question is: are older
adults able to participate in remote museum visits though
virtual environments? As a first step in this direction, we
explored dyadic (two member) remote visits to museums, in
which one member is in the museum and the older adult is
at home. We explore different aspects of a museum visit and
analyse whether and how we can (1) design for navigating
and “visiting” museums from home, (2) design to strengthen
social group awareness, and (3) foster social interactions
between people and improve their communication. We aim to
understand the design space of interfaces for museum visits
for older adults (specifically focusing on tablets) and to assess
the respective suitability for remote participation in terms of
ability to understand, follow and engage in virtual visits.</p>
    </sec>
    <sec id="sec-2">
      <title>STUDY SETTING</title>
      <p>In order to answer our research question, we developed three
versions of a remote participation system with different levels
of complexity and examined the following three hypothesis
(for each of the prototypes):
H1 Participants are able to understand the presented museum
content
H2 Participants are able to follow the virtual museum tour
H3 Participants are able to engage in contextual conversation
around presented exhibits</p>
    </sec>
    <sec id="sec-3">
      <title>Interface Designs</title>
      <p>
        We took into account the difficulties in adopting and using
new technologies by older adults identified with prior trials
of the software [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], and we designed an interface that is based
on familiarity: we translated a familiar interaction metaphor,
the book, into a software interface. In order to make sure
participants always felt comfortable while using the software,
we also implemented an always-on audio channel, which is
very natural to them and allows them to engage in discussions
on the exhibits. The implementation was based on an iPad,
given its general high acceptance by older adults as a device.
For the purpose of the experiment we took into account the
following design aspects: (1) visual metaphor that represents
visit: book (focuses on artefacts and content, the user jumps
from artefact to artefact) vs. virtual tour (focuses on space,
the user navigates virtual representation of the museum); (2)
interaction paradigm: interaction-free navigation (the onsite
member is a “guide” in the tour) vs. interactive navigation
(the older adult navigates freely as well as can decide to
follow onsite member in the visit); and (3) social interaction: we
supported it with an audio channel.
      </p>
      <p>We presented our participants three interfaces:
• Interaction-free, guided tour (F): the participant is led
by the onsite member in the visit, using a book visual
metaphor;
• Interactive, guided tour (I): the participant either follows
the onsite visitor or explores the content on her own, using
a book visual metaphor; and
• Interactive, virtual reality tour (V): the participant freely
navigates in a 3D museum using the 3D Gallery app1, a free
app for iPad that provides a small set of simple movements
for exploring 3D galleries.</p>
      <p>To study a realistic museum setting, a museum that our
participants would actually visit, we created a small museum of
old crafts. The exhibition covered extinct crafts from the
previous century, a topic suggested by a phycologist working in
a care home as interesting for the participants. The materials
for the museum were carefully selected with the help of the
phycologist.
1http://goo.gl/dVNjej</p>
    </sec>
    <sec id="sec-4">
      <title>Participants</title>
      <p>We recruited 30 older adult participants for this study: 16 in
a care home (CH) and 14 participants in a daily centre (DC).
The participants were 4 men and 26 women whose age range
was 70-93. The participants reported no prior use of
technology, with only few participants reporting use of cell phones
for communication with their relatives. Almost all of them
had a high school degree as the highest level of education,
except for one participant that held a Bachelor’s degree. The
DC group consisted of mostly healthy participants: 2 people
reported hearing problems and 1 participant sight problems.
The CH group consisted of frail adults: 12 out of 16 had
mobility problems, and 1 had hearing problems. For the CH
participants we also got results from their Folstein test, a
30point questionnaire that is used to screen for cognitive
impairment: three of our participants scored below 24, which
classifies them as people with moderate cognitive impairment.</p>
    </sec>
    <sec id="sec-5">
      <title>Procedure</title>
      <p>We performed a within-subjects design, where the same
subjects were presented with all of the three interfaces. The order
of presentation of the interfaces was randomized. For each
participant, we conducted a field visit (from 30 to 45 mins
each). The study was conducted in the natural household of
the participant (the care home or daily centre respectively).
Each field session was conducted by two researchers, one
onsite and one remote. The onsite researcher introduced the
purpose of the visit and explained the designs and the interaction
gestures (for the interactive interfaces). For the
interactionfree and interactive design, the position of the remote
collaborator could be understood from the position of a photo
bookmark in the book (the photo bookmark indicates the
position of the guide, if the guide is ahead, the bookmark is on
the left page of the book, if the guide is behind, the bookmark
is on the right page); the virtual tour design allowed its users
to freely “walk” inside the museum.</p>
      <p>Of the 30 participants, 2 preferred not to use the virtual tour
design due to sight problems, and 4 did not wish to complete
the questionnaire part of the study. The personal opinions of
the participants were discussed with a semi-structured
interviews at the end of the session. We asked them to discuss the
problems that they encountered and to share their opinions
about the visit.</p>
    </sec>
    <sec id="sec-6">
      <title>Data Collection</title>
      <p>We used a pre-defined observation list for each design and a
questionnaire after the use of all interfaces. For each
hypothesis we collected the following information, in order to assess
them.</p>
      <p>H1: We wanted to understand if participants were indeed
understanding the presented material, or whether they were just
blindly participating in the experiment without actually
understanding the purpose of it. Some minutes after the
beginnings of the experiment, the remote collaborator therefore
asked participants to name the presented craft and the onsite
collaborator carefully marked the participants’ answers. This
task did not require them to remember the name of the piece
(a) Are people able to name
crafts correctly?
(b) Are people able to find the
position of the guide?
(c) Are people able to follow
the guide?
(d) Are people able to engage in
contextual conversation
t
n
u
o
C
of artwork, but to name the artwork that is observed at the
moment.</p>
      <p>H2: In order to understand whether participants were able
to properly follow the tour, after 15 minutes of free
exploration the remote collaborator asked the participants to reach
his position in the museum; the onsite collaborator observed
the performed action. Next, the remote collaborator moved to
another position, asking the participant to follow him (“walk”
with him). The performed action was again carefully marked
by the onsite collaborator.</p>
      <p>H3: We observed if participants engaged in contextual
conversations by observing whether they used the available audio
channel or not for discussions around exhibits.</p>
    </sec>
    <sec id="sec-7">
      <title>FINDINGS</title>
      <p>Findings are organised according to our three hypotheses
outlined before.</p>
    </sec>
    <sec id="sec-8">
      <title>H1: Participants are able to understand the presented museum content</title>
      <p>We accept this hypothesis for the three designs: the results
showed that 25 participants in the interaction-free design, 24
in the interactive guided tour, and 22 in the virtual tour, were
able to name the craft that they are seeing, answering upon the
questions of the remote collaborator about the presented craft
(Figure 1(a)). There was no statistically significant difference
between the different designs in terms of understanding the
tour as determined by a one-way ANOVA (F(2,87) = 0.46, p
= 0.63)</p>
    </sec>
    <sec id="sec-9">
      <title>H2: Participants are able to follow the virtual museum tour</title>
      <p>For the interaction-free design we accept the hypothesis,
since participants were able to name the craft correctly (H1)
and did not have to interact with the system to follow the
guide. For the interactive guided tour, we reject the
hypothesis, although we note that participants had a partial success
in achieving it: 15 participants were able to find the position
of the collaborator (Figure 1(b)), however only 14 were able
to follow, out of 30 (Figure 1(c)). This design presented
some difficulties: participants understood that they should
move forward, but did not understand how many pages to go
ahead in order to arrive to the position of the collaborator. The
observed difficulties appeared mainly in the group of
participants coming from the care home, which was characterized
by a higher cognitive decline.</p>
      <p>The virtual reality visit presented even more difficulties, and
we reject the hypothesis: only 3 participants were able to find
the position of the collaborator and to actually follow him in
the visit (Figure 1(b) and (c)). Additional t-tests confirm a
statistically significant advantage for the interactive tour for
the task of finding the position of the collaborator (t(58) =
3.69, p &lt; 0.01) as well as for the task of following the
collaborator in the visit (t(58) = 3.39, p &lt; 0.01).</p>
    </sec>
    <sec id="sec-10">
      <title>H3: Participants are able to engage in contextual conversation around presented exhibits</title>
      <p>The hypothesis is accepted across the three designs, with the
virtual reality visit having a slightly smaller number of
people engaging in contextual conversation due to 3D navigation
problems. Once assisted by the collaborator, the participants
engaged further in discussing the objects (Figure 1(d)). The
one-way ANOVA analysis shows that there was no
statistically significant difference in engagement between the
different interfaces (F(2,87) = 0.55, p = 0.57).</p>
    </sec>
    <sec id="sec-11">
      <title>PARTICIPANT’S EXPERIENCE AND DISCUSSION</title>
      <p>Most of our participants found the presented content
interesting, they were really happy to speak about the old crafts,
especially for the ones they were familiar with. Typically, an
exploration of an exhibit started by highlighting what is
presented by both the participant and the remote researcher,
contributing information about the exhibit such as a description
of the craft presented or information related to the exhibit (for
instance where the photo was taken). The initiator of the
conversation was mainly the participant, reacting to the
recognition of the presented content, for instance: “Ah, my brother in
law used to be a shoemaker”. Some of the participants were
craftsman in the past and they also shared personal emotional
stories with the remote collaborator. Content associated with
their past resulted in vivid, and sometimes funny
conversations. We observed that an affective and emotional rather than
a scholar approach to the content was creating stronger
impressions in our participants. Fiorenza, 84-years old female
participant, commented: “I used to be a tailor, this experiment
was a really nice reminder, a great initiative.”
The post-use questionnaire results pointed to several
important considerations for design of interfaces for remote visiting
systems and leisure technologies in general.</p>
      <p>First, most users liked the audio channel. People particularly
liked the guided tours, we understood that visiting museums
in a company was a strong social motivator. In the post-use
questionnaire we asked our participants specifically whether
they preferred reading on their own or to follow another
person in the visit. Almost half of the participants preferred to
follow another person in the visit, 10 preferred a mix of both,
but none of them preferred to visit alone. Given that the older
adults are often alone in the daily setting, we identify a good
potential for engagement and active participation in remote
companionship with beloved ones to increase their
participation and satisfaction.</p>
      <p>Second, older adults aesthetically preferred 3D environments
(they ranked the virtual reality tour highest for its aesthetic
appeal), although almost no participant could actually use it.
It is in line with existing literature that says that older adults
are usually not good 3D consumers, they may feel disoriented
and may not be able to navigate. This comes at no surprise,
taking into consideration that it’s difficult that virtual reality
environments can guarantee easy to use interaction for every
user, irrespective of technological skills.</p>
      <p>Third, interaction-free designs worked better than interactive
designs, especially for novel users. In the post-use
questionnaire the interaction-free design got the highest votes for
being easiest to use (the highest number of first ranks). We
understood that when dealing with older adults, especially for
our participants that had never used a computer before, issues
of usability were going beyond making the system easy to
use. Our participants were learning how to use our
application while simultaneously understanding what an iPad is and
how to use it.</p>
      <p>While we believe our research provides valuable directions
for the design of remote visiting systems, we also
acknowledge its limitations. Cultural differences play an important
role in research like this. Our participants were located in
Italy; practices regarding communication with family and
museum visiting vary greatly across cultures. Further
research with people from other cultural backgrounds may
expose additional aspects related to how people co-participate
from remote. Additional limitation of our study is that the
guide was a researcher, not a family member; further
studies where participants interact with family members will be
necessary to validate the generalizability of our results to the
family context.</p>
    </sec>
    <sec id="sec-12">
      <title>CONCLUSIONS</title>
      <p>Our study clearly shows that participating in museum visits
from remote is cumbersome to older adults and comes with
several challenges, yet it’s feasible. Participants’ positive
reaction to the idea, and especially on the social aspect,
suggests that the social context should be a first aspect to focus on
when designing more engaging experiences for older adults
from remote. The interaction-free paradigm was found the
most suitable interaction paradigm, the virtual reality tour
design the most aesthetically appealing. While all participants
were able to understand the tours in our experimental setting,
we will next study the performance in an actual museum visit
(adding complexity also to the guide in the museum). In our
future work we will also explore additional mechanisms to
design for curiosity and exploration.</p>
    </sec>
    <sec id="sec-13">
      <title>ACKNOWLEDGMENTS</title>
      <p>We thank the care home “Tobliners” in Malcesine, Italy,
the daily center for older adults “Centro Verde”
(cooperative Sad) in Trento, Italy, as well as Olimpia Casciata,
Davide Simonini and Juan Jara who helped us with this study.
The work has been partially sponsored by the TrentoRise
project PerTe. This work was also partly supported by the
project “Evaluation and enhancement of social, economic and
emotional wellbeing of older adult” under the agreement no.
14.Z50.310029, Tomsk Polytechnic University.</p>
    </sec>
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