=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== https://ceur-ws.org/Vol-1621/paper2.pdf
  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
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