<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An Authoring Environment for Smart Objects in Museums: the meSch Approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Martin Risseeuw</string-name>
          <email>martin@waag.org</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dario Cavada</string-name>
          <email>cavada@ectrlsolutions.com</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mark T. Marshall</string-name>
          <email>m.marshall@shu.ac.uk</email>
          <email>m.marshall@shu.ac.uk d.petrelli@shu.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Thomas Kubitza</string-name>
          <email>Thomas.Kubitza@vis.uni</email>
          <email>Thomas.Kubitza@vis.uni-</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>ACM Classification Keywords</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Daniela Petrelli, Sheffield Hallam University</institution>
          ,
          <addr-line>Sheffield</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>H.5.m. Information interfaces and presentation (e.</institution>
          <addr-line>g., HCI): Miscellaneous; See</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Stuttgart</institution>
          ,
          <addr-line>Stuttgard</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>WAAG Society</institution>
          ,
          <addr-line>Amsterdan</addr-line>
          ,
          <country country="NL">Netherlands</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>eCTRL</institution>
          ,
          <addr-line>Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>25</fpage>
      <lpage>30</lpage>
      <abstract>
        <p>The meSch project addresses the challenges of creating a personally meaningful, sensorily rich, and socially expanded museum visitor experience through tangible and embodied interaction with digital content. It is of paramount importance that cultural heritage professionals are directly involved in the design of those experiences. The meSch approach is to empower cultural heritage professionals with tools that guide them through a do-it-yourself process of creating or adapting digitally augmented experiences for their own museum spaces, therefore reducing the barriers of introducing Internet of Things technology in cultural heritage spaces.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Paste the appropriate copyright/license statement here. ACM now
supports three different publication options:
• ACM copyright: ACM holds the copyright on the work. This is the
historical approach.
• License: The author(s) retain copyright, but ACM receives an
exclusive publication license.
• Open Access: The author(s) wish to pay for the work to be open
access. The additional fee must be paid to ACM.</p>
      <p>This text field is large enough to hold the appropriate release statement
assuming it is single-spaced in Verdana 7 point font. Please do not
change the size of this text box.</p>
      <p>Each submission will be assigned a unique DOI string to be included here.</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>
        Within the Material Encounters with Digital Cultural
Heritage (meSch1) project [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], we are working on
technology to support the whole museum visiting
experience by fostering a vision where materiality and
rich sensory interaction add to the cognitive aspects for
a personally meaningful experience. There is a wide
recognition that such approach may greatly improve
both the visit and also visitors’ appreciation for the
museum’s cultural values [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
The idea behind meSch is taking objects out of their
cases (or using replicas like in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]) to let visitors
experience objects’ shape and weight while learning
about them (figure 1), to engage the visitors at a
physical level and put information in context without
the distractions induced by interacting with extraneous
devices, apps, and touch screens.
      </p>
      <sec id="sec-2-1">
        <title>As an example, the meSch platform has been</title>
        <p>demonstrated at the Atlantic Wall exhibition at Museon
in The Hague, The Netherlands2. The Atlantic Wall was</p>
      </sec>
      <sec id="sec-2-2">
        <title>1 http://mesch-project.eu</title>
        <p>the German defense line along the European west coast
erected during World War II to block the allied invasion.
The exhibition was meant to reflect on how the city of
The Hague and its citizens had been affected. The
meSch platform has been used to enrich the display of
historical artefacts with voices from the past, such as
those of the German soldiers, the Dutch civilians and
the civil servants3. Visitors could play these narratives
by using ‘smart replicas’, reproductions of real museum
objects (e.g. a reproduction of a surrogate tea bag, a
3D-printed replica of a Delft blue mug, and so on)
enhanced with sensors. By placing their smart replica
on hotspots on interactive cases visitors could listen to
narratives and see historical photographs and video
clips thus enriching the original museum objects on
display4. From April to November 2015, more than
14,000 visitors interacted with the meSch smart
replicas at the hotposts.</p>
        <p>
          The active involvement of cultural heritage
professionals in the preparation of this kind of
experiences is of paramount importance, even if they
often lack technical skills [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. The meSch approach
consists in fostering reuse over creation from scratch. A
catalogue of reusable narrative and interaction
strategies is provided as starting points that can be
adapted and refined.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>The ingredients for a digitally augmented experience</title>
      <p>
        The approach to experience creation and
personalization in meSch is based on a clear separation
3http://mw2016.museumsandtheweb.com/glami/the-hague-andthe-atlantic-wall-war-in-the-city-of-peace/
2 http://www.museon.nl/en/exhibitions/hague-and-atlantic-wall
4 https://www.youtube.com/watch?v=sK3AdQU9kkc
of content from interaction, and aims at facilitating the
preparation and the reuse of (i) narrative threads that
can be adapted to different visitors and types of
experience and (ii) interaction strategies that describe
how content should be released in context while
experiencing the objects and the space.
We define a declarative formalism, the experience
schema that supports the description of the content
items, the available interactions, the semantic
annotations and the conditional rules that govern the
adaptive composition of the experience that is delivered
to visitors at runtime [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. This is done through a
4layer data structure including: the narrative, the
appliance, the device and the interaction script: (i) the
narrative: a set of carefully selected digital content
items, annotated into alternative thematic treads and
levels of detail that revolve around the objects and
places of an exhibition; (ii) the appliance: a declarative
specification of the capabilities of the technology
embedded in the museum premises (such as, for
example, the possibility to detect the visitors’ proximity
to a specific exhibit); (iii) the device: the description of
the actual hardware required for deploying the system
and its technical requirements; (iv) the interaction
script: the interaction rules that govern when
presentations should be started or how the system
behaviour should be adjusted to personalize the
experience to visitors’ context (e.g., a set of rules that
activate the projection of the most appropriate content
about an exhibit when visitors are in its vicinity).
This multilayer definition of the experience schema
concept supports the following properties: (i)
reusability: an experience schema defines a skeleton of
experience that can be reused with different content
and in different physical settings to create many
experience instances; (ii) modularity: parts of an
experience schema can be replaced to create a new
experience schema. For example, the interaction script
can be changed to introduce different rules for firing
the presentation of the same content in context.
Another example is the possibility to experiment the
same type of experience with an alternative hardware
set-up; (iii) compositionality: different experience
schemas can be composed together to create more
articulated augmented exhibitions; (iv) reduction of
complexity: authors can concentrate on the preparation
of the necessary content and on its grouping according
to the narrative dimensions exploited in the experience
in a dedicated step. The rules for putting content in
context are represented separately and can be edited
by experience designers; (v) declarativity: the
declarations contained in the appliance section of an
experience schema allow to specify in a formal way the
type of elementary interactions and behaviour events
that are available to shape the experience; this allows
to abstract from the actual hardware details and the
low level sensor logs, thus facilitating the
experimentation of different technological solutions.
      </p>
    </sec>
    <sec id="sec-4">
      <title>The meSch scenario of authoring a digitally augmented visit experience</title>
      <p>A catalogue of reusable narrative and interaction
strategies with step-by-step instructions on how to
instantiate them for a specific museum and the type of
visit personalization that they support is provided to
assist curators in their task. This catalogue is offered in
the form of an electronic magazine of digitally
augmented museum experiences already tested in
museums or outdoor cultural heritage sites (see figure
2). Curators may browse the magazine and take
inspiration from what other museums have successfully
adopted for their visitors.
Once they find a digitally augmented experience that
may suit their needs, curators may replicate the
“recipe” of the experience (which consists in its
experience schema) and iteratively adapt it to their
specific needs.</p>
      <p>The first and the simplest step consists in adjusting the
names of the semantic dimensions used to annotate
the content network (e.g. thematic threads, output
languages, types of audience) to the specific domain of
the new exhibition (Figure 3).</p>
      <p>Figure 4 The editing form to define a content item (in this case
an mp4 video linked to a specific point of interest, C1-Dunes, a
location of the exhibition Atlantic Wall)
The following step consists in replacing the content
material: the narrative part of the experience schema.
Figure 4 shows how a curator can define new content
(a narrative item) for a specific theme, point of interest
and language. During the phase of content preparation,
curators may use their proprietary content or benefit
from the contextual search facilities that support the
search in Europeana (a virtual European library with
the goal to make Europe's cultural heritage accessible5)
of content items that are relevant for the current
experience editing task.
The interaction scripts may be adapted as well though
that may require higher technical skills. Yet, a curator
can customize an interaction script to the specific needs
of a new exhibition by setting the script parameters: for
example, the distance range for recognizing proximity
and the mapping between the semantic categories that</p>
      <sec id="sec-4-1">
        <title>5http://www.europeana.eu/</title>
        <p>annotate the content and the sensor devices used to
capture the visitor’s interaction (Figure 5).</p>
        <p>When the editing is complete, the package of the
content items that build up the narrative and the rules
that govern the context-dependent play during the visit
are transferred to the onsite server that manages their
application.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Preliminary Evaluation</title>
      <p>The authoring tool was developed through an iterative
design-evaluation-redesign process in strict
collaboration with cultural heritage professionals. A
preliminary evaluation cycle took place over a period of
three weeks in the form of a distributed expert
evaluation on the first advanced graphical mockup of
the system. In particular, 11 members of the meSch
consortium participated in the collaborative effort, as
well as 4 cultural heritage professionals, who are not
part of the meSch consortium. The evaluation consisted
in a series of small tasks that each curator had to
perform individually to adapt a simple recipe. The
curators were asked to reflect aloud on their actions on
the interface and to provide impromptu comments. In
total, 159 comments were collected. The majority of
the comments and feedbacks gathered concerned
ameliorations of the interface, the navigation within the
application, the clarity and intuitiveness of the design
and features regarding the collaborative and open use
of the platform. Many comments were also gathered on
the vocabulary and terminology used within the
interface (e.g. the metaphors of the “magazine”, the
“recipe”). Many comments were also relevant for the
intuitiveness and ease of reuse of the available scripts,
as this part of the authoring environment is maybe the
most “technical” one.</p>
      <p>This formative evaluation greatly influenced the
following stage of partial redesign and actual
implementation of the authoring interface. The second
high-fidelity prototype was then tested for usability by
other three cultural heritage professionals who had to
perform in autonomy a controlled task of recipe reuse,
resulting in further ameliorations. The third version of
the system will now be used in open workshops
(“authoring feasts”) to engage potential users of the
system in creating their own smart objects.</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>In this paper, we described a research prototype for
authoring tangible and embodied interaction with digital
content by cultural heritage professionals. The
approach is to empower cultural heritage professionals
with tools that guide them through a do-it-yourself
process of creating or adapting digitally augmented
experiences for their own museum spaces. We propose
a formalism, the experience schema, that is based on a
clear separation of content from interaction, and aims
at facilitating the preparation and the reuse of narrative
threads that can be adapted to different visitors and
types of experience and interaction strategies that
describe how content should be released in context
while experiencing the objects and the space.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgement</title>
      <p>This work was done as part of the Material EncounterS
with digital Cultural Heritage (meSch) project. The
project (2013-2017) receives funding from the
European Community’s Seventh Framework Programme
‘ICT for access to cultural resources’ (ICT Call 9:
FP7ICT-2011-9) under the Grant Agreement 600851.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <surname>Dudley</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          (
          <year>2010</year>
          ).
          <article-title>Museum materialities: Objects, sense and feeling</article-title>
          . In S. Dudley (ed.). Museum Materialities: Objects, Engagements, Interpretations. Routledge.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <surname>Marshall</surname>
            ,
            <given-names>M.T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dulake</surname>
            <given-names>N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ciolfi</surname>
            <given-names>L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Duranti</surname>
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kockelkorn</surname>
            <given-names>H.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Petrelli</surname>
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2016</year>
          )
          <article-title>Using Tangible Smart Replicas as Controls for an Interactive Museum Exhibition</article-title>
          .
          <source>In Proceedings of TEI 2016</source>
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <surname>Petrelli</surname>
            <given-names>D.</given-names>
          </string-name>
          , Ciolfi L.,
          <string-name>
            <surname>van Dijk</surname>
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hornecker</surname>
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Not</surname>
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schmidt</surname>
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2013</year>
          )
          <article-title>Integrating material and digital: a new way for cultural heritage</article-title>
          .
          <source>ACM interactions magazine 20 (4)</source>
          ,
          <fpage>58</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <surname>Zancanaro</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Not</surname>
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Petrelli</surname>
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Marshall</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>van Dijk</surname>
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Risseeuw</surname>
            <given-names>M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>van Dijk</surname>
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Venturini</surname>
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cavada</surname>
            <given-names>D.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kubitza</surname>
            <given-names>T.</given-names>
          </string-name>
          (
          <year>2015</year>
          )
          <article-title>Recipes for tangible and embodied visit experiences</article-title>
          .
          <source>In Proceedings of MW2015: Museums and the Web</source>
          <year>2015</year>
          .
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>