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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>1 http://www.rfidjournal.com/articles/view?4986.</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Advanced Interaction Paradigms to Define Smart Visit Experiences in the Internet of Things Era</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Carmelo Ardito</string-name>
          <email>carmelo.ardito@uniba.it</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuseppe Desolda</string-name>
          <email>giuseppe.desolda@uniba.it</email>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rosa Lanzilotti</string-name>
          <email>rosa.lanzilotti@uniba.it</email>
          <xref ref-type="aff" rid="aff6">6</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessio Malizia</string-name>
          <email>alessio.malizia@brunel.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maristella Matera</string-name>
          <email>maristella.matera@polimi.it</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Author Keywords</string-name>
          <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>Brunel University London</institution>
          ,
          <addr-line>Uxbridge</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>H.5.2 Human-centered computing~Ubiquitous and</institution>
          ,
          <addr-line>mobile devices</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Internet of Things; Advanced Interaction Paradigms;</institution>
          ,
          <addr-line>Tangible Programming.</addr-line>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Politecnico di Milano</institution>
          ,
          <addr-line>Piazza Leonardo da Vinci, 32, 20134, Milano</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Università di Bari</institution>
          ,
          <addr-line>via Orabona, 4, 70125 Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>Università di Bari</institution>
          ,
          <addr-line>via Orabona, 4, 70125 Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff6">
          <label>6</label>
          <institution>Università di Bari</institution>
          ,
          <addr-line>via Orabona, 4, 70125 Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>18</fpage>
      <lpage>20</lpage>
      <abstract>
        <p>The growing spread of smart objects is changing the way humans interact with technologies since the interaction they propose is more and more physical and less virtual. From an HCI perspective, one of the most interesting aspects regards how non-technical end users can program the behavior of such smart objects. This poster presents an ongoing project on three novel interaction paradigms that support the creation of smart visit experiences.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>where the Internet is connected to the physical world
via ubiquitous sensors1.</p>
      <p>
        In domains like Cultural Heritage (CH), smart objects
can be installed in museums, archaeological parks and
exhibitions to create smart visit experiences, i.e.
scenario where visitors acquire CH content by
interacting with the surrounding environment and
smart objects included in it. However, to achieve such
engaging scenarios, some issues still need to be solved.
From an HCI perspective one challenging goal regards
how non-technical users (e.g. museum curators), can
be enabled to make multiple smart objects interact
among them. In CH the role of domain experts is
currently quite limited: they can at last configure single
objects that visitors bring across the CH site to receive
personalized content when they reach some interactive
hot spots [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. To support the design of more effective,
engaging and attractive visit experiences, novel and
more powerful composition paradigms are needed to
synchronize the behavior of multiple devices.
This poster presents an ongoing project that aims to
provide non-technical users with interaction
mechanisms to create smart visit experiences. This
paper follows a work we recently carried out in the area
of task-automation systems [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], where we designed a
tool called EFESTO-5W for simplifying the creation of
Event-Condition-Action (ECA) rules combining smart
object events/actions [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Some studies have shown
that the EFESTO-5W composition paradigm effectively
guides users in establishing the behavior of multiple
smart objects [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. However, we observed that in more
creative and rich contexts, like CH, smart objects are
not conceived as “simple” devices exposing events and
actions, but they bring with themselves their own
semantics. For example, a smart card depicting an
Egyptian vase is not a simple hexadecimal code that
can be read by an RFID reader but represents a find
dated back to a certain époque, discovered in a
particular place, with an ancient name, etc. This
semantics could be included in ECA rules to simplify
their definition and also to trigger the access to
properties that the tangible objects (not only their
sensors and actuators) features in the CH site context.
In order to enrich smart objects with semantics, users
should be able to define a set of sensible attributes. To
this aim, we are investigating novel interaction
paradigms that allow non-technical users to define
sensible attributes on smart objects in a natural and
simple way. In the following, we shortly describe the
preliminary design of three novel paradigms.
      </p>
    </sec>
    <sec id="sec-2">
      <title>A Scenario of Smart Visit Experience in Cultural Heritage Domain</title>
      <p>To better understand the meaning and benefits of a
smart visit experience, in the following we report on a
scenario. The main person is Tyrion, a guide of an
archeological park. He typically organizes its tours by
arranging visitors in groups of ten persons and going
with them in the park, stopping at some of the most
significant points to explain their history. Tyrion wants
to enrich this format by playing a serious game during
the visit. The game he envisioned is based on two types
of smart objects: 1) a smart version of the “Mouth of
Truth” (MoT), i.e., a Roman marble disc with a relief
carving of a man's face whose mouth, according to
legend, closes if a liar sticks his hand in it (a smart,
small scale version is visible in Figure 1); 2) two decks
of twenty smart cards, each depicting an archaeological
find. When the tour starts, visitors are assigned to two
teams that receive a deck of card. During the visit,
every time Tyrion stops at a point of interest, during his
narration he poses a question and asks each team to
select one card they consider relevant to that question.
Visitors have to put the selected card inside the MoT,
whose eyes blink green if the card is right and blink red
otherwise. In addition, points are assigned/removed to
each team depending on their answers. At the end of
the game, the winning team wins a park souvenir.
Toward Advanced Interaction Paradigms to
Program Smart Visit Experiences
To create smart visit experiences like the one described
in the Tyrion scenario, end users need to program the
behavior of smart objects by defining ECA rules. For
example, to determine when a smart card is correctly
read by the MoT, a rule like the following has to be
created by using EFESTO-5W:
IF (read smart card code is = AB123456 AND MoT GPS
position is lat=12.3456;long=12.3456)
THEN the eyes of MoT blink of color (0,255,0)
The syntax for rule definition is far the end-user
language since it refers to technical aspects, like the
smart card hexadecimal code or the the GPS
coordinates reached by the MOT during the visit. A
more natural rule with the same behavior would be:
IF (read smart card is = Egyptian vase AND MoT
position is FURNACE)
THEN the eyes of MoT blink green
This last rule refers to the meaning the expert gives to
each smart object, in particular the smart card is
associated with the name “Egyptian” instead of and
hexadecimal code, while the MoT position is called
“FORNACE” instead of specifying GPS coordinates. If
experts can define this type of rules, representing an
abstraction that speaks their language, they are
facilitated in creating a smart visit experience.
The current version of the EFESTO-5W prototype lacks
the possibility to define sensible attributes to be
included in ECA rules. Therefore, this project aims to
define novel, intuitive interaction paradigms that permit
to extend the native properties of a smart object
(events and actions) with custom attributes, in order to
exploit them while synchronizing smart objects. The
attribute definition becomes a preliminary phase that
end users have to carry out before synchronizing smart
objects. Given the nature of smart objects, i.e., devices
with which users can physically interact through their
sensors and actuators, we think that the mechanisms
to define such attributes have to take into account the
physicality of the interaction. In other words, traditional
visual interfaces could not be adequate to define
custom attributes, while more concrete and tangible
paradigms can better fit the smart-objects world.
The starting point of this research was the identification
of a set of attributes end users can define on smart
objects. We found that data types like string, number
and geographic position can be used to define a wide
variety of significant attributes on smart objects.
Starting from these attributes, we designed three
different composition paradigms during a design
workshop study involving 28 users arranged in groups
of 5/6 participants.</p>
      <p>The first paradigm is a tangible solution based on the
use of real objects representing the three types of
attributes. Initially, each group was asked to identify,
for each type of attribute, at least one object of the real
world whose affordance refers to the attribute meaning.
For example, for the string attribute, objects like pens,
inkwell and sheet were proposed. Then, they were
asked to propose interaction mechanisms to combine
physical attributes with smart objects. All suggestions
were mediated by a mobile device. In the resulting
paradigm users have to scan (e.g., by using the device
camera) the smart object and then the physical
attributes representing the type of attribute they want
to assign, or vice versa. Each time a physical attribute
is scanned, a pop-up appears on the end-user mobile
device asking to define the attribute details by writing
its name and value.</p>
      <p>The second paradigm is a pervasive solution based on
the use of the real world as source of attributes. The
surrounding environment is conceived as a set of
passive objects with their attributes. Let’s think, for
example, of a museum in which there are paintings
annotated with QR-codes that can be scan with a
mobile phone to read detailed information (e.g., style,
painter, history). These passive objects could be
exploited to copy their attributes and paste them in
smart objects. During our study, each group was asked
to propose, at a high level, a solution to capture the
attributes of passive objects and to send them to the
smart objects. In the resulting idea, a smartphone is
used to explore the surrounding environment in an
augmented reality fashion, but everything is visualized
in black and white, except the passive objects that
exposes attributes. Indeed, they are augmented with
colored pins, each one associated with a type of
attribute (e.g. a brown pin for a string attribute). When
user approaches a passive object, its pins are enriched
by their names and values, according to a
semanticzoom technique. Users can collect all the useful
attributes, also editing their names/values, and then
they can scan a smart object to paste the collected
attributes.</p>
      <p>
        The third paradigm is a tactile solution based on the
use of a tabletop interactive display. Conversely to the
previous paradigms, this solution was designed
exploiting their knowledge and expertise on interactive
displays [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. According to our vision, the tabletop
surface is a workspace that facilitates the association
between attributes and smart objects. The attributes
are represented as tangible objects, for example the
ones used in the tangible paradigm. To assign an
attribute to a smart object, users start by putting on
the surface a smart object (e.g. a smart card);
afterwards, a proximity area appears around the smart
object (e.g. a rounded halo) meaning that physical
attributes can be placed inside it (see Figure 2). Each
time a physical attribute is put inside the area, a
popup on the surface asks user to define the attribute
name and value.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Conclusion</title>
      <p>This paper has presented an ongoing research aiming
at investigating interaction paradigms that support
domain experts in the creation of smart visit
experiences. Three different composition paradigms
have been identified, i.e. tangible, pervasive and tactile
paradigms. As future work, we will develop three
prototypes, each one implementing a paradigm, to be
compared to assess their usability and their support to
the creative design of smart interactive experiences.</p>
    </sec>
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