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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Copyright is held by the author/owner(s).
AVI, June</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>IoT for Smart City Learning: Towards Requirements for an Authoring Tool</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Francesco Gianni Simone Mora Norwegian Univesity of Science Norwegian Univesity of Science and Technology and Technology Department of Computer and Department of Computer and Information Science Information Science Trondheim</institution>
          ,
          <addr-line>Norway Trondheim</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Monica Divitini Norwegian Univesity of Science and Technology Department of Computer and Information Science Trondheim</institution>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <volume>0</volume>
      <fpage>7</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>Pervasive information visualization and interaction are fundamental tools to support learning in smart cities (SCL), for example to promote sustainable behaviours and social interaction. Building on a review of existing work, we identify the main limitations of traditional approaches based on large displays and smart-phones apps, first from a technological point of view then connecting to implications for design, user interaction and experience. In the paper we propose a set of authoring primitives at different semantic levels, ranging from more generic internet of things (IoT) primitives to more domain specific approaches connected to learning in SCL applications.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>We focus more in detail on new design opportunities,
developing possible scenarios of interest that involve SCL.
The use of a toolkit for rapid prototyping is proposed as a
valuable support instrument for application design and
development.</p>
    </sec>
    <sec id="sec-2">
      <title>Author Keywords</title>
      <p>smart objects; internet of things; authoring; smart city
learning.</p>
    </sec>
    <sec id="sec-3">
      <title>ACM Classification Keywords</title>
      <p>H.5.2 [Information interfaces and presentation (e.g., HCI)]:
User Interfaces; H.5.3 [Information interfaces and
presentation (e.g., HCI)]: Group and Organization Interfaces</p>
    </sec>
    <sec id="sec-4">
      <title>Introduction</title>
      <p>
        Studies demonstrate that social connections in cities
stimulates creativity and improves work quality [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. This is only
one of the reasons why the percentage of people living in
urban environments is growing.
      </p>
      <p>
        Smart cities present, by definition, a strong technological
component. In Technology Enhanced Learning (TEL), the
role of technology is to direct, foster thinking and facilitate
the acquisition of higher order skills [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Current research
applied to learning in the cities seem to focus on two main
technological means for learning contents: situated large
displays and mobile devices, intended as tablets and
smartphones [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>Traditional technology is a limiting factor: mobile devices
and large screens support a very strict and confined set
of interaction strategies. It’s often not possible to tailor
the user experience to properly fit the specific scenario
because technology is too limiting. Our goal is to design
aiming at the best possible strategy for the users,
building the technology around this process and avoiding the
constraints typically introduced by more general-purpose
hardware/software combinations.</p>
      <p>
        We claim there is a space of opportunity for SCL
applications in adopting novel ubiquitous computing approaches
like tangible user interfaces (TUIs) and augmented objects
(AOs). These technologies have already been found
effective in supporting learning [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], but their applications were
mainly oriented to support learning as it happen in
conventional schools and classrooms. The principal advantages in
adopting these types of interfaces are (i) to enable the
creation of rich and unobtrusive user experiences, (ii) to extend
the type of data that can be captured to be used as learning
content, including sensor data from the environment and
from citizens’ whereabouts. Therefore sensor-based TUIs
could complement traditional approaches based on large
screens and smartphones, especially when the learning
environment can be as wide and heterogeneous as a city.
Todays’ increasingly adoption of sensors and IoT
technologies are acting as enabling factors for the development of
such interfaces; yet whether a number of studies have
reported design guidelines for urban screens, there’s a lack of
guidelines to help the design of different types of interfaces.
As identified during a systematic mapping of the literature
on smart city learning [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], novel interaction modalities e.g.
interactive objects and IoT, are not fully exploited. Even
when used, the affordances employed are only a limited
subset of the available ones. Unexplored opportunities
emerged also when considering the learning aspect: rather
than communities of citizens in the urban space, the
research scenario usually involves schools or governance.
The need for more SCL research involving applications built
around IoT and smart objects suggest the need to define a
design space and a set of primitives, lying at different
semantic levels, useful to structure and guide the authoring
process.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Tangible user interfaces as a tool</title>
      <sec id="sec-5-1">
        <title>Characteristics of Tangible Interfaces and Smart Objects</title>
        <p>
          Tangible user interfaces denote systems that rely on
“tangible manipulation, physical representation of data and
embeddedness in the real space”, allowing for an embodied
interaction with digital information. Embodied interaction,
as defined by Dourish [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], is a collection of trends emerged
in HCI, relying on the common ground to provide a more
natural user interaction with digital information.
        </p>
        <p>Embodied interaction takes the interaction “off the screen”
to the real world by distributing inputs and outputs in space
rather than in time, desequentialising interaction and
reducing the gap between where the information is created
and where it is accessed. In this picture TUIs seamlessly
integrate both representation and control of computation
into physical artifacts: “By treating the body of the device
as part of the user interface -an embodied user
interfacewe can go beyond the manipulation of a GUI and allow the
user to really directly manipulate an integrated
physicalvirtual device”. When these artifacts also resemble and
retain the functionalities of traditional objects, they can be
called smart or augmented objects.</p>
        <p>TUIs and smart objects (SOs) allow interaction designers to
be free to experiment with new types of metaphors, taking
advantage of the users’ physical skills and providing
interfaces which exploit people’s knowledge with the everyday
non-digital world.</p>
        <p>
          End user development can also play an important role in
this scenario [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. The focus is shifted on empowering
users that are not familiar with any programming language,
allowing them to develop and modify the original
behavior of programmable systems. End user development has
gained interest even in connection with ubiquitous
computing. Several works have explored the possibilities offered
by end-users building applications for IoT and ubiquitous
computing [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Limitations of current technology</title>
      <sec id="sec-6-1">
        <title>Smart City Learning</title>
        <p>The concept of smart-city has also been used in many
different context and is associated with distinctive and
innovative aspects that are often quite different. Big diversities are
observed on the reasons why different cities are defined as
smart.</p>
        <p>This situation is the consequence of the lack of a clear and
recognized definition of smart city.</p>
        <p>
          Komninos [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], in his attempt to delineate the intelligent
city, (perhaps the concept most closely related to the smart
city), sees intelligent (smart) cities as “territories with high
capacity for learning and innovation, which is built–in the
creativity of their population, their institutions of knowledge
creation, and their digital infrastructure for communication
and knowledge management ”.
        </p>
        <p>Smart cities are also a powerful ecosystem for learning.
Smart city learning aim to support the improvement of all
key factors contributing to the regional competitiveness:
mobility, environment, people, quality of life and
governance. The approach is aimed at optimizing resource
consumption and saving time improving flows of people, goods
and data1.</p>
        <p>Education in this context is pursued as a bottom-up
process, where person and places are central. Smartness from
a learning perspective exists both in the ambient data
collected and among the communities that exists within a city.
The separation between student and teacher will fade out.
Their role will be content or situation dependent: everybody
will be a learner and the relation between persons will get a
bigger role.</p>
      </sec>
      <sec id="sec-6-2">
        <title>Characteristics of Smart City Learning Applications</title>
        <p>
          Technologies like mobile devices, tags, web based
applications, geographical information and e-learning systems
1http://www.mifav.uniroma2.it/inevent/events/sclo/
have already been used to develop smart city learning
applications on the field [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          Smart city learning applications consist in the
implementation of urban informatics techniques and approaches to
promote innovative engagement strategies [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Studies found
that urban informatics provide an innovative opportunity to
enrich students’ place of learning within the city [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>
          No doubt that among the consequences of such attention
there is an acceleration in supporting the integration and
embedding of ICT within physical environments to realize
what has been defined the everyware [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>Augmented Objects and TUIs for SCL applications
We identified a list of primitives at different semantic levels
useful to describe, design and author applications for SCL
supported by SOs and TUIs:</p>
      </sec>
      <sec id="sec-6-3">
        <title>PHYSICAL MANIPULATION</title>
        <p>Touch as the ability to detect interactions like a simple
touch, swipes, multiple taps et simila;
Multi-axial rotation detects with sufficient precision object
rotation and tilt;
Shake and displacement intended as the ability to
detect when the object is shaken vigorously or is being
physically moved.</p>
      </sec>
      <sec id="sec-6-4">
        <title>FEEDBACK AND OUTPUT</title>
        <p>Led light can be used as a low fidelity output, more
complex communication strategies can be implemented,
like blinking, color fading and led matrix;
Haptic defined as vibration pattern that differ in intensity
and duration;
Sound intended as simple beeping or composition of
multitone sounds.</p>
      </sec>
      <sec id="sec-6-5">
        <title>OBJECT AUGMENTATION</title>
        <p>Untethered operation augmented object should work
independently and autonomously, without being hooked
to any external device that provides connectivity or
power support;
Easily embeddable technology should be easy to
integrate into objects, without altering the original
function and nature of the object;
Energy autonomous the objects should be as much
autonomous as possible, effective energy usage,
battery efficiency and energy harvesting can help at this
regard.
“Generic/Domain Specific” overlapping level</p>
      </sec>
      <sec id="sec-6-6">
        <title>DATA</title>
        <p>Sensor data collection intended as the opportunity to
employ data gathered in real time from the surrounding
ambient. Domain specific data can include for
example air pollution, geolocation, temperature;
Data visualization as the ability to support visualization of
simple information through low fidelity output.
Adapting to the domain implies that only a specific subset
of data visualization strategies are suitable. It is also
important to trigger the learning process and help the
users reflect on their experience;
Data processing involves elaboration of data coming from
sensors and/or from third party services.</p>
      </sec>
      <sec id="sec-6-7">
        <title>INTERACTION STRATEGIES</title>
        <p>Object sharing intended more as a dimension, SOs allow
to freely move from the private and personal sphere
to sharable artifacts and community objects,
continuously exploring the space in between;
Background/foreground interaction should be possible
when the object is in the center of attention, but also
when in background, providing context information
possibly through glances and nudging;
Distributed interaction with several augmented objects
orchestrated as a single user interface;
Multimodal object interaction based on more than one
strategy, e.g. touch and speech recognition on the
same object;
Sensor based it’s an enabler for physical manipulation,
since smart objects do not provide a dedicated
interaction interface (like a keyboard or buttons), the
interaction happens with the object itself.</p>
      </sec>
      <sec id="sec-6-8">
        <title>Domain Specific level</title>
      </sec>
      <sec id="sec-6-9">
        <title>LEARNING</title>
        <p>Reflection occurs when reflecting on previous experience
and behaviours;
Behaviour change the explicit goal is to modify or improve
a specific behaviour;
Data enabled knowledge is extracted directly from
collected data;
Social occurs when it’s the result of a community process;
Game based process gamification and situated games
where smart objects extend and improve the
gameplay and the learning experience.</p>
      </sec>
      <sec id="sec-6-10">
        <title>Challenges</title>
        <p>Although the need for a set of authoring primitives is driven
by the possibility to follow a more lightweight design
approach and to better adapt to the context, defining an
appropriate semantic level can be intricate since it is closely
related to the skills of the target group (end-users,
developers, designers, etc). A series of challenges are also
connected to the authoring process:
• Several semantic levels require several
competencies, which implies that collaboration among experts
is fundamental to address complexity along multiple
dimensions;
• Proposed primitives can be combined in multiple
ways, picking the best alternatives for each
application can still be challenging;
• Data are a valuable source of knowledge to improve
the design process, analytics are important to keep
track of the process and spot opportunities for
improvements;
• The learning process can follow several approaches.</p>
        <p>Based on the specific domain, can be challenging to
find the most effective;
• Promoting creativity is essential when dealing with
different target groups, it is important to balance and
define the primitives in a way that are useful to guide
the design without introducing heavy constraints that
can hinder creativity and original solutions.</p>
      </sec>
      <sec id="sec-6-11">
        <title>Examples of applications</title>
        <p>Example of SCL applications resulting from this approach
can be situated augmented games where players interact
with smart pones that are also location aware. Pones can
be displaced in the environment, shared between players,
can guide the gameplay, support different interaction
modalities and provide simple triggers for reflection, supporting
the learning experience.</p>
        <p>Another example can involve the use of augmented objects
to facilitate cooperation between communities in the city.
The process of urban planning in Norway require the
municipalities to gather feedback from communities of citizens.
Difficulties has been encountered in providing value in the
process, since traditional methods do not fit well when
dealing with children for example. Using smart objects that can
be physically manipulated and provide an engaging
experience can motivate and attract participants to collaborate
and at the same time stimulate their creativity.</p>
      </sec>
      <sec id="sec-6-12">
        <title>TILES toolkit for AOs</title>
        <p>
          Tiles2 is a rapid prototyping toolkit for AOs, it is composed
by: (i) a set of abstracted physical interaction primitives and
2http://tilestoolkit.io
composition rules, (ii) hardware modules with sensors and
actuators to generate and consume primitives, (iii) a
software framework to allow manipulation and use of primitives
within a specific application logic. TILES toolbox aim at
supporting the iterative process of building prototypes of
interactive objects, using abstract primitives developed as a
bridge to gracefully support the transition between design
and implementation steps [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. Prototypes might then be
released for user testing.
        </p>
        <p>TILES is a promising project that fits very well with the
generic authoring primitives defined above. It is designed
taking into account many of the challenges usually found in
prototyping toolkits. TILES’ flexible software framework and
event-driven messaging system allow to develop
abstractions at different semantic levels for the coding process.
This helps to match more closely the skills of end users,
developer, designers and possibly other categories.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Conclusion</title>
      <p>In this article we proposed a new way to empower
technology in SCL scenarios. Starting from the literature, the
limitations of current technological patterns were highlighted,
then AOs and TUIs were introduced as a viable alternative
to more traditional approaches. TILES is then proposed as
a valuable toolkit for rapid prototyping with SOs.
Our claim is that the proposed primitives can be combined
and used to author and design SCL applications that
empower SOs, IoT and TUIs. Strengths and challenges of the
authoring process were also presented.</p>
      <p>Using this approach we believe it will be possible to
successfully address several of the challenges that
characterize research and interaction in SCL scenarios. More
research and feedback are needed to better ground the
claims proposed.</p>
    </sec>
  </body>
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