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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>AMuse - An Initial Plan to Associate Museum Visits to Outdoor Cultural Heritage Activities</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Author Keywords Lifelong Cultural Heritage</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mobile Museum Guides</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Opportunity Identification</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Opportunity Exploitation</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Alan J. Wecker U. of Haifa, U of Trento Haifa</institution>
          ,
          <addr-line>Israel - Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Oliviero Stock FBK Trento</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Tsvi Kuflik University of Haifa Haifa</institution>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2010</year>
      </pub-date>
      <abstract>
        <p>. In this paper, we examine a possible plan to associate museum visits with outdoor cultural heritage activities. The plan consists of looking at museum visit movement styles to predict personality and learning styles, and using holding power to determine user interests. We then describe how this information can be utilized to both suggest possible venues (opportunity development) and provide associated content (opportunity exploitation) at opportune location and times in novel ways.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        BACKGROUND
Part of the work is based on marketing theory of
opportunity identification and exploitation. Opportunity
identification is a theme that has been intensively studied
for business purposes [
        <xref ref-type="bibr" rid="ref3 ref6 ref8 ref9">3, 6, 8, 9</xref>
        ] and can possibly serve to
Copyright held by authors
.
inform us in the cultural heritage field with the proper
adaptations. For example from Ardicvilli et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] we use:
"while elements of opportunities may be "recognized",
opportunities are made, not found" and "therefore [prefer]
opportunity development rather than opportunity
recognition". They define opportunity as the chance to meet
a market need (or interest or want) through a creative
combination of resources to deliver superior value. In
addition the field of opportunity identification as related to
cultural heritage has been studied under tourism research
[
        <xref ref-type="bibr" rid="ref1 ref11">1, 11</xref>
        ], however not in the mobile context and not in the
context of personalization and connection to prior museum
experiences. Verbke and Rekom [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] discuss the concept
of the "museumpark" of multiple museums having a
positive marketing effect. One could postulate that the
indoor-outdoor connection may also have a similar effect.
Motivations (24 items) and incentives for cultural heritage
are clearly part of the opportunity identification and are
listed by [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>In order to do opportunity identification, we need to
understand additional motivations and incentives present in
the cultural heritage field. Amy Jones [20] discusses the
motivational factors for success in the mobile learning
context: We believe that these items are relevant for the
mobile cultural heritage experience that we aim to
construct, and should be adapted as motivational factors for
this experience (See Table 1).</p>
    </sec>
    <sec id="sec-2">
      <title>Motivational Factor</title>
    </sec>
    <sec id="sec-3">
      <title>Relevancy to Cultural Heritage</title>
      <sec id="sec-3-1">
        <title>Pro-activeness [16]</title>
      </sec>
      <sec id="sec-3-2">
        <title>Connection, Identity [7]</title>
      </sec>
      <sec id="sec-3-3">
        <title>Quality of Experience [18]</title>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Control</title>
    </sec>
    <sec id="sec-5">
      <title>Ownership Fun</title>
    </sec>
    <sec id="sec-6">
      <title>Continuity contexts</title>
    </sec>
    <sec id="sec-7">
      <title>Communication</title>
      <sec id="sec-7-1">
        <title>Social Aspects [19]</title>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>Learning in context</title>
      <sec id="sec-8-1">
        <title>Free Choice Learning [7]</title>
        <p>between</p>
      </sec>
      <sec id="sec-8-2">
        <title>Coherency [5, 24]</title>
        <p>
          Visitors have been observed to behave in certain
stereotypical movement patterns [
          <xref ref-type="bibr" rid="ref14">25</xref>
          ]; patterns such as
Butterfly, Grasshopper Ant, and Fish, [21]. We extend this
concept of movement patterns to include usage patterns of
mobile guides.
        </p>
        <p>
          The use of personality types to tailor software is not new.
We use the SLOAN Big 5 characterization as it is standard
and much research has been done using it [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. We focus
on two traits we believe are connected to the museum
experience: Inquisitiveness which is a measure of curiosity
and Orderliness which measures thoroughness and the need
for structure. Introversion and Extroversion could also play
a part in group visits, but is not examined in this research.
In addition we posit a connection between movement types
and "identity" types proposed by John Falk [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. In addition,
preliminary ideas for the connection of movement patterns
to personality types have been proposed [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>SYSTEM DESCRIPTION
The system AMuse (Associating MUSEums) is being
developed to bridge a perceived gap between the museum
experience and subsequent experiences at cultural heritage
sites as part of the effort to develop lifelong cultural
heritage [14]. In order to provide a framework for this
experience we adopt parts of "opportunity" theory from
marketing research.. The system operates in three venues:
the museum, pre-visit, close by an external site.</p>
        <p>The system attempts to learn about the user
through his movement and use of mobile guide in
the museum (Information Gathering)
The system develops opportunities to give
personal advice at appropriate times advice where
is it worth visiting given the above. This is in-line
with marketing theory which suggests that
opportunities don't just present themselves but are
nurtured. (Opportunity development).</p>
        <p>When an immediate opportunity (primarily a
location, but can be a date, news item, or person)
presents itself, an appropriate associated media
asset is presented to the user. (Opportunity
exploitation).</p>
        <p>Information Gathering
The system assumes the use of a mobile guide, which is
associated with points of interest (POI). The mobile guide,
at each POI, presents a list of relevant media assets. The
mobile guide system logs: the POI, which assets are chosen
how long they viewed the asset, and in general how long
did they stay at the point of interest. The logs are converted
into a proposed standard format, consisting of events and
activities to be later processed by the system. This data is be
augmented by identity and demographic information
collected explicitly either at the time of registration or at the
end of the visit. We collect two types of information, the
first in order to determine general personal characteristics
and the second in order to determine specific topic interests.
In general we use movement styles, such as ant,
grasshopper, butterfly, and fish to predict user
characteristics (such as personality). We use time viewing
presentations in order to determine user topic interests. In
addition we can use the visitor's choice of media assets to
determine user media preferences. At the end of the visit
the user is asked to download an application to their
smartphone and register thereby connecting their visit
information to future opportunities.</p>
        <p>Computing Personal Charecteristics
In order to characterize the user we make use of his general
movement activities. We use the following statistics:
NumberOfPOIsVisted (NPV) – This is the number
of positions where a person stayed more than 9
seconds as detected and logged by the mobile
guide's positioning system. Nine seconds is a
number we have used for previous analysis and
has provided good results
POIsWherePresentationsSeen (PPS) – This is the
number of positions where the visitor viewed at
least one media asset connected to that position as
computed from the logs of the mobile guide.</p>
        <p>NumberOfPresentationSeen (NPS) – This is the
total number of media assets the visitor viewed as
computed from the logs of the mobile guide.</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>Type</title>
      <sec id="sec-9-1">
        <title>Fish</title>
        <p>Ant</p>
      </sec>
      <sec id="sec-9-2">
        <title>Butterfly</title>
      </sec>
      <sec id="sec-9-3">
        <title>Grasshopper</title>
        <p>Formula
(NPV – PPS &gt;= PPS) ||
((PPS/NPV &lt; = T1) &amp;
(NPS/PPS &lt; T3 ))
(PPS/NPV &gt; T1 ) &amp;</p>
        <p>(NPS/PPS &gt; T2)
(PPS/NPV &gt; T1) &amp;</p>
        <p>(NPS/PPS &lt; T2)
(PPS/NPV &lt; T1) &amp;</p>
        <p>(NPS/PPS &gt; T3)
The thresholds T1=0.5, T2=0.5, T3=0.3 were obtained by
experimental trial and error until a good clustering was
obtained on visitor data at the Hecht Museum (n=400).
If we take the meaning of the formulas what we are positing
is that a fish sees very little presentations but wanders
around. An ant visits a large number of POIs and sees a
large number of media assets at each spot they visit; while a
butterfly also sees a large number of POIs, they sees less
media assets. A grasshopper visits few POIs but sees
relatively many media assets.</p>
        <p>Computing Visitor Interest Preferences
Using standard methodology each POI has associated with
it a number of tags taken from a specific ontology (possibly
with weights). In addition each media asset has associated
with it a number of tags taken from a specific ontology
(again possibly with weights). Using the logs of the guide
we determine time spent (either at the POI or with a media
asset). These durations are normalized and added to the user
model.</p>
        <p>Other Information Garnered
If the guide has a variety of media types to choose from,
then the system can ascertain which media format the user
prefers by looking at the museum mobile guide logs to
determine what are their preferred media format (audio,
video, pictures) and add this information to the user model.
Additionally we can explicitly ask on which day of the
week the user plans their weekend leisure activities. We
may also ask their preferred communication channel
(email, SMS, smartphone notification, voice message)
If the visitor takes pictures, using the guide, or provides
access to his tagged photos, these may also be used by the
system. If the user grants access to their social network,
then this information may also be used to provide content.
Making Inferences from Movement Styles
As discussed above we make inferences from the
movement styles to two of the Big Five personality traits,
inquisitiveness (I) &amp; non-inquisitive (N), and orderliness
(O) &amp; unorderly (U), which are also referred to as
temperament. An additional inference can also be made to
the Falk type. We also list their percentage in the
population [21]</p>
      </sec>
    </sec>
    <sec id="sec-10">
      <title>Movement Curiosity Attention Big 5 Falk type pattern Span</title>
      <sec id="sec-10-1">
        <title>Grasshopper Low NO Professional 41</title>
        <p>%
33
10
16
factors such as location, time, and weather, rank them,
present them to the user and try to motivate the user to
commit to visiting one of the sites (for example, adding the
visit to his calendar or using a planning application for the
intended site). Again not as a specific recommendation but
using the site information embedded in more subtle
message
Personality types can affect the frequency of
communication, marketing strategy (direct, indirect, door in
the face vs. foot in the door) and length of message. For
example an ant's message may contain many
recommendations of places to visit; while a grasshopper
may have a focused list of only 1 or 2 items.</p>
        <p>In addition each communication can begin or end with one
of the following incentive messages. Incentives are: be
given food for thought, not stand still in life, quality of life,
enrich your life, learn something, watch works of art, visit a
museum and seeing something new. The incentives chosen
are matched to the personality types.</p>
        <p>Opportunity Exploitation
Depending on location, (primarily but also significant dates
and the availability of news items), when they are near a
site they gets a notification that there is information
connecting them to a previous museum visit. The
presentations consist of an introduction (given once), a
reminder of how this is connected to the museum. At the
end they will get a summary message. Frequency and
amount of notification, content depends on interests and
personality characteristics. The content is focused less on
providing content concerning the current site (which may
be provided by a local mobile guide) but rather on content
which connects the user to previous cultural heritage
experiences. This material can be information, visual or
text which has a connection to the present opportunity. In
addition we try to take advantage of social information such
as picture of friends or family at the site. There is an
importance of coherency and duplication avoidance, that we
try to maintain when providing information.</p>
        <p>EVALUATION AND DISCUSSION
As the system is in its initial stages at present and only
adhoc evaluation is available .The need for such a system was
evaluated with a questionnaire and showed positive results.
In addition the definition of the thresholds and formulas
where tested on real visitor data to see if it provided
adequate clustering. Of course other formulas for the
movement types can be used, but these formulas seem to be
a reasonable start.</p>
        <p>CONCLUSIONS
Some of the innovative aspects of the system include: Use
of observed user behavior in museum to build up model;
System responsible for managing long-term process
(awareness, motivation, commitment); Use of social
information for cultural heritage content (not just</p>
      </sec>
      <sec id="sec-10-2">
        <title>High</title>
        <p>Low</p>
      </sec>
      <sec id="sec-10-3">
        <title>High Low NU IO</title>
        <p>IU
Hobbyist</p>
      </sec>
      <sec id="sec-10-4">
        <title>Recharger</title>
      </sec>
      <sec id="sec-10-5">
        <title>Explorer</title>
      </sec>
      <sec id="sec-10-6">
        <title>Experience Seeker</title>
      </sec>
      <sec id="sec-10-7">
        <title>Fish</title>
        <p>Ant</p>
      </sec>
      <sec id="sec-10-8">
        <title>Butterfly Low</title>
      </sec>
      <sec id="sec-10-9">
        <title>High High</title>
        <p>Opportunity Development
Using the information gathered above, the system prepares
itself to develop opportunities that can be later exploited.
As in marketing advertisements there is an emphasis on the
subtle approach and gentle persuasion.</p>
        <p>
          We attempt to accomplish this by using the user's interests
to search a database for possible venues to visit[
          <xref ref-type="bibr" rid="ref12 ref4">4, 12, 17</xref>
          ].
Initially we try only to make the user aware of possible
sites given his communication preference. After this initial
message we filter these possibilities using contextual
reflection); Taking into account the users context (device
(bandwidth, display size, audio capabilities), time of day,
weather, when delivering content and recommendations)
[14] Kuflik, T., Kay, J. and Kummerfeld, B. Lifelong
personalized museum experiences. In Anonymous
Proceedings of Workshop on Pervasive User Modeling and
Personalization (PUMP’10). (). , 2010, 9-16.
[15] Kuflik, T., Wecker, A. J., Lanir, J. and Stock, O. An
integrative framework for extending the boundaries of the
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[16] Lanir, J., Kuflik, T., Wecker, A. J., Stock, O. and
Zancanaro, M. Examining proactiveness and choice in a
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      </sec>
    </sec>
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