=Paper=
{{Paper
|id=Vol-1621/paper2
|storemode=property
|title=A Field Evaluation of an Intelligent Interaction Between People and a Territory and its Cultural Heritage
|pdfUrl=https://ceur-ws.org/Vol-1621/paper2.pdf
|volume=Vol-1621
|authors=Amon Rapp,Federica Cena,Luca Console,Cristina Gena,Alessandro Marcengo
|dblpUrl=https://dblp.org/rec/conf/avi/RappCCGM16
}}
==A Field Evaluation of an Intelligent Interaction Between People and a Territory and its Cultural Heritage==
A Field Evaluation of an Intelligent Interaction Between People and a Territory and its Cultural Heritage Federica Cena Luca Console Cristina Gena Department of Computer Science Department of Computer Science Department of Computer Science University of Turin, Italy University of Turin, Italy University of Turin, Italy cena@di.unito.it lconsole@di.unito.it cgena@di.unito.it Alessandro Marcengo Amon Rapp Telecom Italia Department of Computer Science Research & Prototyping, Italy University of Turin, Italy alessandro.marcengo@telecomitalia.it rapp@di.unito.it people and other objects and which evolve along time, given the ABSTRACT social activities of the objects. In order to achieve these goals, we devised an intelligent In this paper we present a reward-based field evaluation of the interaction model that enables a personalized, social and interaction model developed for Wanteat, designed to support the serendipitous interaction with networked things, allowing a visualization and the exploration of identifiable objects of the real continuous transition between real and digital world. We therefore world and their connections with other objects. The interaction exploited novel forms of information visualization and interaction model proposes a paradigm that enables a personalized, social and technologies to design an innovative human-object-interaction serendipitous interaction with networked things, allowing a model. continuous transition between real and digital world. We will illustrate the procedure and the results of such evaluation, carried We decided to conduct a field trial, which is used to evaluate out with a prototype application without an active users applications in a context of use that is quite close to that of the real community. In particular, we would like to discover if the life. Kjeldskov et al. [2], evaluating MobileWARD, a context- interaction model stimulates the exploration of the objects in the aware mobile system in a field study, highlighted the limitations system and their networks, and if it promotes the interactive caused by the lack of control, as there were no predefined tasks to features of the application, in particular social actions. drive users’ behaviors. Rogers et al. [5] conducted an evaluation in the field of LillyPad, an ubicomp application for learning, pointing CCS Concepts that the process was costly in terms of time and effort. Since Human computer interaction (HCI) ➝ HCI design and evaluation WantEat, at the time of the evaluation, was still in a prototypical methods stage, we needed a way for creating a meaningful context for users interacting with such a multifaceted application in a natural way. Keywords We needed also a way to encourage users to perform a set of Interaction model; social web of things; field studies; actions and to interact with other users via the social features of cultural heritage. the system, even in absence of an active users community. Thus, we decided to use a field trial, conducted in a fair, and enhanced 1. INTRODUCTION by rewards, to push users to use all the features of our app and to WantEat [2] is an intelligent mobile application in food domain, provide the social context for using the app’s social features. For which puts together real and virtual words. By means of WantEat more description about the reward-based methodology of evaluation see [4]. it is possible to make everyday objects smart and able to communicate with users and to create social relationships with 2. AN INTELLIGENT MOBILE users and other objects. Objects are gastronomic items, such as food products, market stalls, restaurants, shops, recipes but also APPLICATION geographic places and actors such as cooks, producers, shop WantEat [2] is a smartphone application that introduces a novel owners, etc. WantEat is based on the idea that socially smart paradigm for supporting the user interaction with social networks objects could play the role of gateways for enhancing the of smart objects. This interaction is made of two main phases: (i) interaction between people and a territory and its cultural heritage. getting in touch and (ii) sharing information with the object and If objects could speak they could tell people about the world exploring its social network. around them, the place in which they stay and its history and Getting in touch. A basic assumption of our approach is that traditions. This world is made of relationships which involve infrastructuring should be minimized. We aimed at supporting interaction with everyday objects, with no embedded electronics or tags. Thus, we developed a number of ways of creating the contact between a user and an object (Fig. 1): (i) Taking a picture Copyright © 2016 for this paper by its authors. Copying permitted for of the label of a product with the camera (Fig. 1(b)); (ii) private and academic purposes. Geopositioning the user in a specific place and thus with the objects related to the place, i.e., the objects around him; (iii) Getting a recommendation; (iv) Searching or (v) Exploring information to the object in focus and (ii) influencing the social bookmarks. relations between objects, as discussed in the following. When an object is in focus (Figure 1(c)), the wheel provides access to the social network of its friends (both people and objects). Each friend belongs to one of four sectors; the partition into sectors depends on the object in the center. In the example in Figure 1(c), the object in focus is a cheese; the first sector “Territorio” (Territory) contains the friends related to the territory, the production and supply chain (e.g. producers, shops, production places, etc.). The sector “Persone” (People) contains people that are friends of the object in focus (e.g. people who bookmarked it or who wrote a comment on it); the sector “Prodotti” (Products) contains other food products that are friends of the object in focus (e.g. a wine that goes well with a cheese); the sector “Cucina” (Cuisine) contains entities related to cuisine, such as restaurants, recipes, and so on. Each sector can be expanded by touching it. The expanded sector fills the screen and the items in the sector are displayed as small circles in a ring (see Figure 1(e), where the “Territorio” sector is expanded), similar to the dialer in an old style telephone. The order of the items is based on the user model and on item type (maintaining items of different types and preferring those more suitable for the user). The items can be explored by rotating the ring, in the same way as dialing on the old style telephone. One item at a time is enlarged and the relation it has with the object in focus is highlighted in a small box. See again Figure 1(e), which shows that the object in the center of the wheel (miniaturized in the bottom right corner of the screen) is produced in (“prodotto in”) the place (“Valle di Lanzo”, i.e. Lanzo valley) enlarged in the sector. Information about the enlarged item can be displayed by touching it. The user can continue the exploration by changing the object in focus. This can be done by simply dragging the enlarged item toward the wheel miniature in one of the corners (Figure 1(f)). At this point the whole wheel is recomputed and displayed to the user. For more details on system architecture and the involved software components see [2]. 3. A REWARD-BASED EVALUTAION A good occasion to test WantEat interaction model and its features, has been the international food fair Cheese. This biennial Figure 1. Example of the wheel on an iPhone exhibition, held in the streets of the town of Bra in Piedmont (Italy) attracts about 300,000 visitors. The objective of this round Interacting with the object and its world: The wheel. Once a of test was to stimulate the spontaneous usage of the application in contact with an object has been established, the user can interact all its aspects and in a context as close as possible to real use. Thus with it and access its social network. Since we aimed at using during the four days of the fair, the application has been installed objects as gateways for accessing the cultural heritage of a directly on the users iPhones. Participants could use it whatever territory, we designed an intelligent interaction model that allows they would like and for as long as they desired (even for the whole users to explore the world starting from a contacted object. We four days duration of the event). The high degree of freedom given developed a “wheel” model (Fig. 1(c)), where the wheel can be to users has been balanced by means of “game missions”, which seen as the square of a village, the traditional place for meeting; in substituted the formal tasks of the laboratory evaluation. Each this place the user can interact with the object and its friends, participant received a leaflet with instructions and a map of the fair exchanging information and knowledge, being introduced to and highlighting the areas in which the application was working. exploring their social networks. The object the user is interacting Inside the exhibition 10 items (cheeses), were selected as the focus with is in the center of the wheel. The user can get in touch with it of the evaluation. They were located in different areas of the fair, by simply touching it, which is an appealing and natural way of and were marked as recognizable by the application. The main performing selective actions with a touch sensitive interface. The objective given to users was to recognize at least 5 cheeses by selected object tells the user about itself, providing both general taking a picture taste them and perform some social actions on the knowledge and information synthesized from the interaction with application. Users received a prize when they returned to the other people (including tags, comments, ratings) (Figure 1(d)). installation point: a T-shirt with the Application logo. A live The user can, in turn, tell something to the object: in particular, leaderboard at the installation point maintained all participants she can add her tags, comments and ratings or can bookmark the informed of their current score. object (Figure 1(g)). These actions contribute to (i) adding the This reward-based field evaluation (extensively described in [4]) was aimed at evaluating: 1) The interaction model, and in We have organized the collected data in a simple taxonomy, particular if it stimulated the exploration of objects and their (Figure 2) where CTPRVS means “all the user actions”, which is network, and if it promoted the serendipitous discovery of new the taxonomy top level class, while VS is the sub-class that recommended items; 2) The interactive features of the application, contains browsing actions, namely the observable symbols V and and in particular how users communicate with objects by taking S, which correspond to the actions “display the object and its advantage of the social features of the application, even in absence network”, namely the thing the user is interacting with and its of an active users community. network, and “more info about the object” of the object. CTPR is the sub-class that contains social actions, namely the observable 3.1 RESULTS symbols “commenting”, “tagging”, “(adding) preferred items In the four-days event 157 people attended the trial and installed (bookmarks)”, “rating”. the system on their smartphones. 110 users out of 157 (70.06%) have actively participated in the evaluation. In total they have We have calculated the transitional probabilities for each pair of interacted with 102 objects. In particular, 72 users out of 110 states “x, y” that determine the probability that the next state will (65.45%) interacted with more than the required 5 objects be y given that the current state is x. In TAXOMO the sequences (AVG=28.08 objects per user, STD=28.08), and around 51.8% of are modeled with Markov models whose states correspond to users (namely 57) interacted with more than the 10 selected nodes in the provided taxonomy, and each state represents the cheeses (AVG=28.08 objects per user, STD=28.08). As the events in the sub-tree under the corresponding node. In our model evaluation instructions directly required interacting with at least 5 the valid states are V, S, C, T, P, R that correspond to display the objects out of 10 selected in the fair, this result means that the object and its network (Fig. 1(c)), more info about the objects interaction model quite well supported the free exploration of the (Fig. 1(d)), comment, tag, add bookmark, and rate (Fig. 1(g)) and application contents. Moreover excluding the 10 cheeses that have are respectively grouped in VS (browsing actions) and CTPR to be photographed, 51.8% of users browsed the other 92 objects (social actions). The transition from x to y is calculated as the ratio contained in the app (other cheeses, producers linked to the between the number of times they occur together and the number cheeses, etc.). This is a first index that the wheel model supported of time x occurs. quite well the serendipitous discovery of new contents present in Considering the so grouped states we have collected the following the application, helping users to follow their own path on the transition probabilities: application, for more details see [4]. We classified 70 users (63.64%) out of 110 as contributing users, (1) VS 0.9904761904761905 (2) CTPR 0.0095238095238095 since they made some sort of social actions (rating, commenting, (3) VS VS 0.578697421981004 sharing bookmarks, tagging) that bring contributions to the (4) VS CTPR 0.35345997286295794 application contents (for details see [4]). This shows a positive (5) VS $ 0.06784260515603799 result in terms of social engagement in the context of the reward- (6) CTPR VS 0.9451553930530164 based evaluation, although there was not an already active user (7) CTPR CTPR 0.04570383912248629 community before the beginning of the evaluation. As an example (8) CTPR $ 0.00914076782449725 of the results regarding the social features rating and bookmarking actions have been very frequent, as less time-consuming than From the above transition probabilities we can observe that users other actions. always start the interaction with browsing actions (1), then it is more likely that they see other objects present in the object’s network (3) before doing a social action (4). It is unlikely that users soon stop ($) the interaction after browsing actions (5). After one social action, it is very likely that they perform a browsing action (6) instead of making another social action (7) or terminating the interaction (8). Thus they put another object in focus of the wheel belonging to the object’s network. From this representation we can conclude that interaction with the wheel promotes the discovery of the object’s social network, since after having viewed an object and its related information the user is likely to explore some other object present in its social network. Thus, the wheel interaction model tends to promote the exploration of objects linked through the object network. From our analysis it is also probable that the user will perform a social action however, as observed above, the evaluation condition has forced the execution of social actions, which obtain frequencies, thus transition probabilities, higher than usual Figure 2. The taxonomy of actions in WantEat We have also calculated emission probabilities (also known as For analyzing the action sequences the users made while using the output probabilities) for every symbol belonging to a class in our application we have exploited TAXOMO [1], a taxonomy-driven taxonomy. In particular the emission probability shows the modeler, which given a taxonomy of events and a dataset of probability of emission of the X symbol when the system state is sequences of these events produces a compact representation of xy, and is calculated as the ratio between the number of times x the sequences. The representation adopted in TAXOMO is a occurs and the number of times x and y occurs together. Markov model. The states of the model are nodes in the taxonomy, where the last level (leaves) contains the observable symbols. (1) VS s 0.2976818181818182 (2) VS v 0.7023181818181818 mechanics were not present. During this field trial, 675 users out (3) CTPR c 0.23217550274223034 of 684 have actively participated in the evaluation (98.67%), while (4) CTPR t 0.13528336380255943 just 74 contributing users (10.96%) performed 179 (3,84%) social (5) CTPR p 0.21937842778793418 actions out of 4660 total actions. The reward-based evaluation (6) CTPR r 0.41316270566727603 described in this paper with 70 (63.64%) contributing users on 110 active users allowed users to perform 547 social actions (25.63%) In the context of our analysis the emission probability represents on 2134 total actions. how likely the user is to perform a certain action when the system state is on the browsing action class (VS, see Figure 2) or on the REFERENCES social action class (CTPR, see Figure 2). Considering the former 1. Bonchi, F., Castillo, C., Donato, D., Gionis, A. (2009). class, when the user is on the wheel, it is more likely that he will Taxonomy-driven lumping for sequence mining. Data Min. perform a “display object” action (1) than a “request for more Knowl. Discov. 19(2): 227-244 info” on it (2). Considering the latter, when the user is given the 2. 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