=Paper=
{{Paper
|id=Vol-1621/paper1
|storemode=property
|title=Adaptation and Content Personalization in the Context of Multi User Museum Exhibits
|pdfUrl=https://ceur-ws.org/Vol-1621/paper1.pdf
|volume=Vol-1621
|authors=Nikolaos Partarakis,Margherita Antona,Emmanouil Zidianakis,Constantine Stephanidis
|dblpUrl=https://dblp.org/rec/conf/avi/PartarakisAZS16
}}
==Adaptation and Content Personalization in the Context of Multi User Museum Exhibits==
Adaptation and content personalization in the context of multi user museum exhibits Nikolaos Partarakis Margherita Antona Foundation for Research and Technology – Hellas Foundation for Research and Technology – Hellas (FORTH) (FORTH) Institute of Computer Science (ICS) Institute of Computer Science (ICS) N. Plastira 100 N. Plastira 100 Heraklion - Crete, GR 70013 Greece Heraklion - Crete, GR 70013 Greece partarak@ics.forth.gr antona@ics.forth.gr Emmanouil Zidianakis Constantine Stephanidis Foundation for Research and Technology – Hellas Foundation for Research and Technology – Hellas (FORTH) (FORTH) Institute of Computer Science (ICS) Institute of Computer Science (ICS) N. Plastira 100 N. Plastira 100 Heraklion - Crete, GR 70013 Greece Heraklion - Crete, GR 70013 Greece zidian@ics.forth.gr cs@ics.forth.gr University of Crete, Department of Computer Science ABSTRACT distributed system to the requirements and preferences of a diverse user population is a major issue. This work explores the Two dimensional paintings are exhibited in museums and art penetration of AmI technology within the domain of Cultural galleries in the same manner since at least three centuries. Heritage and more specifically CHIs through the proposal of However, the emergence of novel interaction techniques and augmented exhibits that can be displayed in a standalone way or metaphors provides the opportunity to change this status quo, by supplement an actual physical artifact. In this context the need of supporting mixing physical and digital Cultural Heritage personalization is important, so as to deliver the most appropriate experiences. This paper presents the design and implementation of information to visitors, thus making some form of interaction a technological framework based on Ambient Intelligence to adaptation a necessity. This work builds on and revisits the enhance visitor experiences within Cultural Heritage Institutions approach to UI adaptation proposed in [1], [2], so as to provide (CHIs) by augmenting two dimensional paintings. Among the dialogue and task adaptation, content personalization and major contributions of this research work is the support of reasoning within CHIs facilitating novel means of accessing art, personalized multi user access to exhibits, facilitating also and in particular two- dimensional paintings. adaptation mechanisms for altering the interaction style and content to the requirements of each CHI visitor. A standards 2. Background compliant knowledge representation and the appropriate authoring Nowadays CHIs strive to design and implement interactive tools guarantee the effective integration of this approach in the exhibitions that offer enjoyable and educational experiences. CHI context. However, designing such an exhibition is not an easy task, because most visitors might visit only once, and a typical visit CCS Concepts only lasts for a very short time [4], [5]. To address such issues •Human-centered computing~Ambient intelligence interactive exhibits are often employed as a means of providing •Human-centered computing~Mixed / augmented reality alternative experiences. Such exhibits can be broadly classified in Keywords four categories: (a) hybrid exhibits which aim at augmenting an artifact with graphics [6] or audio commentaries [7]; (b) side J.5 (Fine arts), H.5.1 (Artificial, augmented, and virtual realities) exhibits which are placed adjacent to a real exhibit, providing indirect exploration of, and interaction with it [8]; (c) isolated, but linked, exhibits having “a conceptual affinity with the original 1. Introduction artwork”; they are related to a real exhibit but installed in Ambient Intelligence (AmI) presents a vision of a technological separate, dedicated, locations [7], [9]; and (d) stand-alone environment capable of reacting in an attentive, adaptive and exhibits containing content related to an exhibition, but not active (sometimes proactive) way to the presence and activities of directly linked to an artifact [10]. humans and objects in order to provide appropriate services to its inhabitants [3]. In the context of AmI, the need to adapt a One of the main challenges of interactive exhibits is the need to cope with the requirements of diverse users. These requirements may affect both desired interaction and content. A possible solution to address these requirements could be the integration of Copyright © 2016 for this paper by its authors. Copying permitted for some form of intelligence in the way that UIs are built and private and academic purposes. information is presented. Intelligent user interfaces are characterized by their capability to adapt at run-time and make several communication decisions concerning ‘what’, ‘when’, ‘why’ and ‘how’ to communicate, through a certain adaptation information is projected on the periphery of the painting, while a strategy [16]. The provision of these qualities within CHIs entails tablet is unobtrusively located in front as an interactive caption the need to address design issues far more complex than those (see figure 4-2). Anna can use touch for navigating and browsing faced by traditional HCI. To address similar needs, a user the vast collection of information available for the specific exhibit interface adaptation methodology has been proposed as a using the tablet. She also shows the QR code representation of her complete technological solution for supporting universal access of profile to the caption (or any other component of the exhibit) so as interactive applications and services [17]. This methodology to access personalised information (Anna has painting as a hobby conveyed a new perspective into the development of user and loves learning about materials and techniques used by the old interfaces, providing a principled and systematic approach masters). She also notices that the UI of the caption is altered towards coping with diversity in the target user requirements, allowing her to slide through representations (as an expert user of tasks and environments of use [18]. Several UI adaptation mobile devices see figure 4-6). frameworks have been proposed implementing the When she stands in front of the digital painting, an interactive aforementioned development methodology, such as for example menu appears allowing her to start interacting with the specific the EAGER framework [19] that allows Web developers to build exhibit. She can use her hands to indicate points of interest within adaptive applications. In these prior approaches knowledge about the painting to get additional information (see figure 4-5). She can users was either statically represented or acquired through formal also use gestures for zooming in and out specific regions of the specifications using special purpose programming languages [20]. painting and therefore accessing details that are typically lost These ad-hoc approaches are currently replaced through the usage when digitized artefacts are presented in their entirety at low of knowledge modelled with the help of a web ontology language resolution. Anna also wonders what happens when more than one such as OWL [21]. Such models store the appropriate information person is accessing the same exhibit. In the room she sees several in the form of semantic web rules and OWL-DL [15] ontologies. people standing in front of a large painting and all seem to be At the same time, rule engines are employed to facilitate actively engaged while also noticing that an elderly user is adaptation logic and decision making while mature UI required only to locate himself in front of a painting so as to get frameworks are employed to ensure a smooth user experience information. Alternatively, when approaching a physical exhibit, [14]. she gets informed that she can use one of the tablets located on a In terms of technology, mobile devices have currently achieved stand on each side of the exhibit to access personalised the greatest amount of penetration within CHIs. Existing mobile information based on her location in front of the painting. applications for CHIs fall into the following categories [11]: (a) 45% provide guided tours of the CHIs in general; (b) 31% provide 4. A Distributed Architecture to support guided tours of temporary exhibitions; (c) 8% provide content and UI adaptation in CHIs combinations of the first two; (d) 8% are applications devoted to a Four main goals are addressed in the proposed architecture (see single object; (e) 4% offer content creation or manipulation; and figure 1): (a) model the knowledge facilitated by the system (f) 3% are games. (artefacts, users and context), (b) provide facilities within a distributed environment (consisting of applications, devices and Although much work has been done to date, there are several sensors), (c) provide personalised information to users based on limitation to the approaches currently followed for facilitating their preferences and (d) perform task and UI adaptation. CH within CHIs. Major improvements are considered: (a) the support of multi user interaction, (b) content personalization, (c) The Content Personalisation Engine (figure 1-A) employs the Art facilitation of structured knowledge (based on existing domain meta-model, which is an extension of the CIDOC CRM [13], to standards) and (d) scalability and extensibility. To provide the represent two dimensional paintings. The model is populated with above, an augmented digital exhibit should be designed and the help of a purposefully developed authoring tool and currently implemented to be: (a) generic, built on top of an ontology meta- contains 300 paintings by 30 world known artists. Additionally, model (extending CIDOC-CRM) to present two dimensional the User Profile model of the engine contains attributes used to paintings including the appropriate tools to support the personalise information to visitors. These models are exported to integration, annotation, and preparation of knowledge, (b) the higher levels of the architecture through a set of programming available to a large number of visitors concurrently (using smart language classes (c#, java protégé data export facilities) and two phones, digital projections, interactive captions and hand held sparql query (c# using SemWeb.Net and java using Jena and tablet devices), (c) personalizable using mobile devices for Pellet). A number of alternative implementations were created to information displays through a user profile so as to adapt content support multiple development platforms and thus ensure the and presentation and (d) adaptable facilitating a rule engine to reusability of the Content Personalisation Engine. Finally, the execute UI adaptation rules resulting to the optimum UI variation multi-scale image repository stores and serves through an IIS web for each user. server images in extremely large resolutions and their representation in xml to be used for deep zooming into digital 3. Scenario of use artefacts. One of the personas [22] used during the conceptual design of the The Computer Vision Infrastructure (figure 1-B) is built on top of exhibit was Anna, who has a non-professional interest in art, but the Microsoft Kinect SDK to support a number of alternative is an art lover enjoying visiting museum, galleries, etc. Anna interaction styles (hand - skeleton tracking, gestures and postures decides to take a visit to the local Museum of Art. While entering recognition). At the same level lies the zxing library for the museum towards the exhibition, a notification appears on her generating and scanning of QR codes. mobile device prompting her to download the mobile client. She also takes a minutes to fill in an anonymous profile (see figure 2). The service oriented communication protocol (figure 1-C) built on Within the museum her mobile device is used as a navigator top of the FORTH’s Famine middleware [12] (a distributed allowing her to access information by scanning QR codes (see service oriented middleware that supports all popular figure 4-3). When Anna approaches an exhibit, she notices that programming languages exposing a common event model and service discovery and invocation mechanism), provides a common of the painting, full artefact info and information from external dialect for applications to coexist and communicate in the context sources. These tablets are also equipped with embedded web of the developed application scenarios while using sensing for cameras for QR code recognition. Visitors’ mobile phones are decision making. The existence of a common communication used for accessing information about the exhibit by scanning the protocol was essential in order to allow a number of standalone QR codes (from the captions). Portable tablets, rented or carried and heterogeneous applications running on alternative devices by visitors, can be also be employed as information displays. (desktop pc, Windows phone device, Windows tablet) to Currently each installation supports a single digital or physical communicate (exchange messages and events) at runtime using a exhibit and a variation of devices (project, mobile phones, tablets commonly understood dialect. etc.). Each visitor can select the device to be used for interaction The UI Adaptation engine (figure 1-D) has the responsibility of but there is no control over the artefact to interact with. producing adaptation decisions using the Windows Workflow Foundation Rules. WWF rules engine was selected both for 5.1 Content Personalization simplicity of implementation and because it is light weight in The content personalisation workflow is initialised by the conjunction to other rules engines. Furthermore it allows the installation of the mobile client to a visitor’s cell phone. When the separation of the adaptation logic with the UI functionality that application launches, the user is prompted to fill-in an anonymous implements adaptations in each UI instance. For each application user profile (see figure 2). a set of rules has been defined. These rules are modeled separately from the interface itself and the adaptation engine carries out the task of chaining an interactive application with its rules and user profile to perform adaptation. Finally, the Applications (figure 1-E), which extract functionality from services, are targeted to different devices and application frameworks and are interconnected at runtime to form personalized application scenarios. Figure 2. User profile screen User selections are stored in the smart phone’s local storage to ensure that no confidential information is transmitted over the web (although the profile is anonymous malicious software may be possible to relate other services running on the mobile phone e.g. GPS and social media with the transmitted profile data and thus infer the identity of the user). This profile is used for presenting personalised information from the smart phone. All queries formed by the mobile application to the ontology model carry with them the required profile attributes and the QR code of the exhibit scanned by the user. Users can use the mobile client to Figure 1. Abstract service oriented architecture generate a QR code representation of the profile that is in turn scanned by other interactive applications so as to identify user 5. The Augmented Personalised Exhibit preferences. For example, the user can shows the QR code The Augmented Personalized Exhibit provides interaction where generated from his mobile phone to the mounted caption or the no interaction exists (making physical artefacts interactive) and exhibit itself, and the exhibit personalises the information to the provides interactive digital artefacts where no artefacts exist profile selections of the user. The overall workflow is presented in (importing both an artefact and the means to interact with it within figure 3. the CHI experience). The exhibit comprises a number of devices for content provision as well as a number of modalities for interaction. As shown in Figure 4, the main section of the exhibition wall is occupied by a digital representation of an exhibit in two variations. The first variation is a fully digital exhibit where the exhibit itself is projected through the usage of a short throw projector, while the second one is an actual physical painting. In both cases skeletal tracking technology is installed on the exhibit for tracking the location and distance of visitors. The installed tracking technology supports the presentation of information about points of interest using body tracking (two visitors supported on the body tracking mode while three are supported for the hand tracking). On the rear sides of the exhibit two tablets are mounted on the wall or on two portable stands to act as the captions of the painting. The captions based on the visitor profiles present a multitude of information such as Figure 3. Content personalization workflow description, videos, points of interests, deep zoom representation 5.2 UI adaptation Each interactive application comes to its initialisation state by retrieving and executing default application specific rules from the rules store. A QR recognition service is initiated and runs on the background. Each of the users can in turn use their Smartphone to generate the QR code representation of their profile, and point this representation to the application so as to transfer their preferences to the application. The transmitted preferences are used to alter several application properties. This results in the re-evaluation of the rules by the rule engine and the generation of adaptation The mobile client used to access information using QR code The mobile client used to decisions that are directly transferred from the Rules Engine to the scanning application. The result is the generation of an adapted UI that personalize the caption of a matches the user preferences as recorded to the profile. painting (Top: filling the profile; bottom: QR code representation of the profile) Figure 4. The interactive digital exhibit An example of this process is shown in figure 5. On the top left of the picture is the screen from the mobile emulator where the user is entering his profile. On the top right of the picture is the QR code generated based on the user’s profile and on the bottom left side is the QR code profile scanning mechanism that is running on the artefact caption. The resulted adapted caption is shown on the bottom right side of the same picture. Another example is shown on figure 4-1 where the user is not experienced with technology so skeletal tracking is employed to automatically identify his/her position and present information inline. On the contrary in figure 4-5 the user is expert so hand tracking is employed to allow him to fully explore the exhibit. In the case of multiple users a mixed adaptation process is followed. The profiles of all users are merged and the most appropriate representation of the exhibit is presented to cover possibly all users. Further research is required so as to mark with computer vision algorithms each user and thus allow the per user adaption of the interactive exhibits. The digital exhibit shows The tablet browser used to information about POIs based access information based on on the location of the visitor current location of the user in front of the physical exhibit Figure 5. Adaptation example (Top left: Profile editing, Top right: One of the alternative views of the caption showing a relevant The digital exhibit shows generation of a QR code representation of the profile, Bottom Left the video information about POIs based on caption is scanning the QR code, Bottom Right: The caption is adapted the location of the visitor’s hand 6. Evaluation The evaluation exhibit has been tested with usability experts and subsequently with visitors. The expert based evaluation was conducted by three usability experts. A scoring scale from 0 (not a usability problem) to 4 (usability catastrophe) was used [14]. Thirty issues were identified in total, and twelve of them were considered major usability problems. The user-based evaluation session was performed with the participation of ten users. Concerning the participants’ gender, it came out that more male users participated in the evaluation, in percentage 60%. Regarding the way that information is presented using body tracking, the age of the participants the majority (7 users) was between 20 ~44% scored 6 for the mobile client, while ~55% scored 6 in and 29 years old, also having 2 users within the age group of 30- the caption. 39 and another one on the 40-49 age group. Five users where • UI Adaptation: Regarding the ways that the UI of the system experts regarding the usage of ICT (both desktop and mobile are adapted, users were in general satisfied (~70% scored from devices) while the remaining where moderately experienced and 5 to 7 in all questions), but there was a substantial number of one user had limited experience. Users were requested to fill in a users that were not fully satisfied with the way that the system pre-test questionnaire containing demographic information and was adapted to map their selected profile. In their comments, questions to collect data regarding the usage of ICT technology some of the users documented that for example they preferred within CHIs. Upon completion of this process, users were to slide the different screens of the digital caption but based on requested to carry out a number of interaction scenarios and then their profile next and previous buttons appeared. Such cases fill in a post-test questionnaire. The user based evaluation was are typical examples when performing profile based adaptation conducted within a room in the AmI facility of ICS-FORTH that and are typically restored by integrating an additional was appropriately set up to host the implemented interactive personalisation layer to the system. In this layer the user digital exhibit.. User interaction was recorded for offline overrides the default decisions made by the system to fine tune processing. the interface to best suit his/her personal preferences. The results gathered through the post-test questionnaire were Especially in the case of Heritage Institutions where visitors used to calculate four factors, namely the overall user satisfaction, have limited time to configure a provided interface integrating the satisfaction of users when using the system, the quality of the such a layer does not seams a good idea. The usability experts provided information and the satisfaction regarding the interface proposed a more intelligent way of solving such issues by provided by the system. Regarding overall user satisfaction, ~87% introducing the possibility of runtime adaptation based on user of the users are within the range 5 to 7, while 30.56% of the users input. For example in the case of navigation buttons a message provided a grade of 7 to all questions. However, ~5% of the users could appear to the user: “Switch to slide by just sliding your stated that they were not satisfied. Regarding user satisfaction finger over the screen”. In such a case the user can perform the when using the system, ~85% of the users are within the range 5 personalisation part while browsing information. to 7, while ~37% of the users provided a grade of 7 to all questions. However, ~14% of the users stated that they were little 7. Discussion and future work to medium satisfied. Regarding information quality, ~88% of the This work expands the current state of the art in the context of users are within the range 5 to 7, while ~25% of the users augmented exhibits within CHIs in a number of directions. The provided a grade of 7 to all questions. However, ~43% of the proposed digital exhibit integrates a number of alternative devices users scored 6, which implies that there is a substantial amount of and interaction metaphors to facilitate simultaneous multi user users who faced some form of difficulty understanding the access to paintings. Moreover, focus is put back to art itself rather presented information. Finally, the user interface of the system, than providing just another exhibit in the CHI. In the same context ~83% of the users are within the range 5 to 7, while ~35% of the visitor’s interaction capabilities, technology expertise and art users provided a grade of 7 to all questions. However, ~25% of knowledge are used for applying content personalisation and UI the users scored 5 and ~24% scored 6, which implies the existence adaptation coping with the diversity of the target user population of some form of usability barriers. The results of the within CHIs. User acceptance and satisfaction factors were aforementioned quality factors provided some initial indications measured by conducting a user based evaluation within an in-vitro about potential areas of improvement. To identify those areas installation of the proposed approach. Practical exploitation of the more clearly further post processing was conducted. The concept within CHIs is currently being considered. questions where grouped into four categories, analysed both Regarding future research directions the user based evaluation of individually and by category: the produced significant input regarding how this research work can be improved and what are the aspects that should be • General User Satisfaction: Analyzing the comments provided improved. A possible direction further to the ones identified by users in the questions used to calculate general user during the evaluation is the introduction of social features to the satisfaction several new research directions became prominent. interactive digital exhibit thus being able to capture user feedback. In some cases users may require specialized curation for some Such feedback could be exploited through of line processing to digital assets, especially in the case where the digital asset is enhance the provided information with user extracted info thus linked to a myth or a historic event. In such cases, the system producing a more pluralistic view on art. should support the curators into the process of revealing the myth out of the artefact, providing extra historic information or Acknowledgments even building a story to be told. These new directions highlight This work is supported by the FORTH-ICS internal RTD the need for concrete strategies towards curating digital assets. Programme 'Ambient Intelligence and Smart Environments'. • Interaction techniques: The hand tracking interaction technique scored lower grades in relation to body tracking and References touch (~55% of the users scored 5 regarding hand-mirrored [1] Stephanidis, C. (2001). 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