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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Combining augmented reality with real maps to promote social interaction in treasure hunts ?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Irene Camps-Ortueta</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jose M. Rodr guez-Mun~oz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pedro P. Gomez-Mart n</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pedro A. Gonzalez-Calero</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dep. Ingenier a del Software e Inteligencia Arti cial Universidad Complutense de Madrid</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The game \Enigma Galdiano" is a mobile game that implements a treasure hunt in the Lazaro Galdiano museum in Madrid (Spain). The main design challenge in this game is to promote and facilitate the collaboration between an adult and a kid playing the game together. The collaboration is mediated through a map, a real one, that is used by the adult and contains additional information that is not included in the app. In this paper we describe the game along with the results of an empirical evaluation that suggest a few lines of improvement.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        The current challenge for museums is how to successfully turn their institutional
knowledge and authority into meaningful, engaging experiences by leveraging
the appropriate technological media in the context of their physical settings,
and for heterogeneous audiences [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In order to solve this problem, a growing
number of initiatives integrating serious games, gami cation, augmented reality
and virtual reality through mobile devices have appeared in the last years [2{4].
      </p>
      <p>
        People typically visit museums and heritage sites in social groups, either in
conjunction with organized parties or with family or friends. Mobile devices,
on the other hand, are often understood as antithetical to social interaction,
privileging the personalized experience and hindering engagement between
visitors. An initial e ort towards mobile-mediated social interaction is described in
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], where di erent mechanisms for promoting the collaboration of visitor pairs
are described, including: narrative variations, shared screens, and interpersonal
decision making and re ection.
      </p>
      <p>In Enigma Galdiano we propose a di erent approach to promote
mobilemediated social interaction. In our game, designed for two participants, one of
the participants use a mobile device while the other has a physical map with
additional clues for the treasure hunt. The game is designed to make the
participant with the mobile device to lead the experience, and have the one with the
map as counselor or assistant. The one with the device is supposed to be a kid
and the one with the map an adult.</p>
      <p>
        If mobile-mediated collaboration is hard to achieve, it becomes even harder
when in an asymmetrical setting such as the one we describe here: adult and
kid, usually parent and child. Having adults and kids enjoying the visit together
poses additional challenges as described in [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ]. In many cases, the adult may
tend to adopt a protective or authoritative role over the child, breaking the roles
assigned by the game, although, at the same time, it o ers new and interesting
opportunities for learning [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Given the complexities of the game settings, once we developed Enigma
Galdiano, we needed to test our design and verify whether it served the purpose we
intended of letting the kid lead the experience. From the di erent approaches
found in the literature for empirical evaluations of interactive systems in
cultural heritage [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], our evaluation has been informed by
ethnomethodologicallyinformed ethnography, which typically uses observations and interviews to
document the work that is done by participants in a particular setting, and which
has a long tradition of use in the study and design of technologies [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ]. In
this paper we describe both the game and its evaluation.
      </p>
      <p>The rest of the paper runs as follows. Next Section describes Enigma
Galdiano. Section 3 describes the experimental setup while Section 4 discusses its
main qualitative results. Finally Section 5 presents future work and concludes
the paper.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Enigma</title>
      <p>Enigma Galdiano is a game designed to be played at the Lazaro Galdiano
Museum in Madrid. The Lazaro Galdiano Museum is built around the private
collection of Mr. Lazaro Galdiano, one of wealthiest persons in the beginnings of
the Twentieth century in Spain. The collection consists of a large number of
paintings, weapons, coins, and other precious objects from di erent periods and
geographical origins, including paintings from El Bosco, El Greco and Goya.</p>
      <p>The game is designed to be played in collaboration by an adult and a kid. The
kid will be using a mobile device while the adult will have a map with additional
information to play the game. The actual game is in the device, and although it
is feasible to play the game just with the information provided by the device, it
would take much longer. Furthermore, our intention is to provide to the adult
with a resource to promote the dialog with the kid about the museum and its
contents.</p>
      <p>The game is initiated at the entrance of the museum where the two main
characters, captain Ann Jack and his partner Sr. Mendoza, a talkative parrot,
will welcome the pirate apprentice and ask for her help to nd the treasures in
the Galdiano islands. Figure 1 shows the two rst screens of the game. The main
game mechanic in Enigma is that of searching for certain objects in the museum,
given some hints about what has to be found. Target objects are recognized by
the mobile device camera, using image recognition software.</p>
      <p>Just after the rst object is recognized by the game, which is a small poster
about the game itself at the museum entrance, the game advices to the user to
go and get a map that will make things easier. Figure 2 shows the map. It is
the map of the Galdiano islands, that consists of 4 islands, one for every oor in
the Galdiano museum. In every island there is an element for every object that
the game will ask to nd, with a visual hint about what needs to be found and
the number of the room where this object is placed. Every room in the museum
has a number which is showed in a big sign along with information about the
objects shown in that room.</p>
      <p>After recognizing a given object in the museum two things may happen in
the game. Either the character in the object, usually a painting, provides a new
hint to advance in the treasure hunt, or a mini-game has to be played in order to
advance in the game. Mini-games provide an additional entertaining component
and provide additional mechanics beyond the nd-and-point with the mobile
device.</p>
      <p>Figure 3 shows two mini-games. To the left there is the \hunt the elf"
minigame where an elf is moving across the real time image of the painting seen
through the camera of the device. The player has to tap with her nger to hunt
the elf. In some cases the elf may jump to another painting and the player will
have to nd it and repeat the process. In the right side of Figure 3 an example
of the \spot the di erences" mini-game is shown. In this case, the mobile device
shows a modi ed version of the painting just recognized by the user, what implies
that she is in front of the painting and can spot the di erences.</p>
      <p>Figure 4 shows two additional mini-games. To the left an image of a desktop
from the Eighteenth century is shown; when the player is in front of the actual
desktop in the museum, she has to tap on the drawers of the desktop in the
right order. In this case the map is very useful because it shows numbers with
the answer. To the right in Figure 4 a multiple-choice question is shown. The
answer to the question is found in the museum card by the object that has just
been recognized. Multiple-choice questions such as this has a very important
role in the game because they force the kid to interact with the elements of the
museum and read the museum card. This way we can put some factual knowledge
into the game, teach the kid about sources of information in a museum and slow
the pace of the game since many kids tend to run from place to place, not even
noticing they are in a museum.</p>
      <p>Figure 5 shows two \magic rooms" in the game. A magic room in Enigma
is a 3D scene where the camera is set in the center of the room and the player
may look around in the 3D scene by moving the mobile device, what makes the
camera to move in the same direction. In case the mobile device does not have
a gyroscope, the game detects it and shows a virtual joystick in the screen, such
as the ones shown in Figure 5, that allows to control the camera. Magic rooms
connect the real world in the museum with the characters and script in the game,
in order to promote player immersion.</p>
      <p>Enigma combines the core mechanic of object recognition in the museum
with the mini-games we just described, for a total of 16 objects to be found and
13 mini-games in between. The game takes approximately one hour to play and
gives the visitor the chance to admire a small selected fraction of the museum
contents. From a pedagogical point of view the main goal of the game is to make
the kid comfortable in and curious about the museum, or as stated by one of our
small visitors, an 8 years old kid: \it transforms a boring museum into a cool
place".</p>
      <p>Once we have got to make the kid comfortable in the museum, we o er the
adult the possibility to extend the game by getting additional \achievements",
and keep on exploring the museum at a a slower pace. Typically, game
achievements are optional additional goals that the most motivated players want to
achieve in order to distinguish themselves from those other players that just get
the compulsory goals of the game. Figure 6 shows additional achievements in
Enigma, a number of additional works in the museum that can be recognized by
the game, and once discovered, a short anecdote related to the work history or
its contents is unlocked in the game. For example, in a British painting from the
Eighteenth century depicting a noble lady, the lady has an orange in her hand,
because at that time oranges were so expensive in England that having one was
a clear sign of distinction.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Experiment</title>
      <p>The experiment was settled to control the path of the visitors and their actions
while they play. For that experiment the unit was conformed by an adult and
a child. It began with a welcome to the museum and a quick informed consent,
afterwards, they were provided with a tablet with the game installed in it. They
were informed that it was not crucial to nalize the game for the experiment. It
was established that 1 hour was the maximum time to use the device and walk
through the museum. We were aiming to observe:</p>
      <sec id="sec-3-1">
        <title>1. Performance in 1 hour.</title>
        <p>2. The use of the map as a tool.
3. The use of the device as a tool.
4. The time invested in each quest.
5. Technical problems.
6. Followed paths by the players.</p>
        <p>The sample was formed by 8 pairs of adult with child. Age of the children
were between 6 and 12, more speci c there was a 6 years old, two 7 years old,
two 9 years old, a 10 years old, and two 12 years old. The sample was composed
by 6 boys and 2 girls. The age of tutors was not considered relevant for the
experiment but they were between 33 and 51, gender balanced between mothers
and fathers.</p>
        <p>We used three di erent experimental instruments: observations of what the
players were doing, questionnaires at the end of the visit, and analytics obtained
from logs in the app.
3.1</p>
        <p>Observations
Each experimental unit was followed by an investigator. It was necessary to
build a map that contains actual information about the exact place where the
art work was at the moment in the museum. The investigator was provided with
an up to date map of the museum with all the exhibited works, it was her duty
to register which ones were looked, which ones were just passed by and which
ones were just ignored. It was also her duty to register the times that the couple
used the device, talked about the device, pointed through the device to wrong
artworks as well as the number of times they used the map as a tool to solve
problems, the number of times they talked about a tool, or the number of times
they used the game help button. All that information was registered in the map
at the museum location where it happened, that way we can consider when the
unit was checking their tools and the available resources.</p>
        <p>Researchers were trained about how to use the map and the legend before
they started the experiment. There was three observers. The experiment was
designed to be run simultaneously as many times as observers were able to be
in the museum with the experimental unit (the tutor and the child). The most
common was two at the same time but at some point there were three researchers
at the same time.</p>
        <p>The fact that several experimental units were running the experiment at the
same time had an interesting and unexpected consequence on the experiment.
We talk about it as the \racing e ect", and it is the competitively atmosphere
that was generated between groups. It is convenient to think about the possibility
of a ranking or other kind of gami cation for future work. In those occasions the
racing e ect was registered as a \Disruption" and the verbal clues between teams
as \Help". That was the rst part of the observation, what is complemented by
the two following ones. It is the most qualitative part, it was supposed to cover
the performance actuation. Table 1 shows a summary of the observations, using
this legend:
{ MH. Map help: Looking for help at the map.
{ DP. Device Pointing: Pointing with the tablet to an art work.
{ DH. Device Help: Looking into the device for help.
{ H. Help: Getting help out of the device or the map.
{ D. Disruption: Any disruption from the main task.
{ AP. Adult participation: The adult is holding the device.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Individual MH DP DH H D AP 1</title>
        <p>7
8
7
16
14
30
8
9
6 1 4
7 0 3
Once the playing time was over, we had two questionnaires for the evaluation,
using a 10 points Likert scale. Questionnaire number 1 was for adults to respond
and it was intended to measure three concepts: satisfaction with the experience,
usability of the game and interaction between the adult and the child. In addition
there was a second part in the questionnaire with open questions. That part was
designed to collect the adult opinion about not only the game but also how to
improve it or whom can it be recommended to.</p>
        <p>Questionnaire number 2 was for children, designed for the children to
answer on their own, evaluating their favorite parts of the game, including not
only simple questions but also asking them to draw a part of the game of their
choice. Results from questionnaire 2 were all between 8 and 10, demonstrating
the satisfaction of the kids. A summary of the average responses to questionnaire
number 1 is shown in Table 2
#</p>
        <p>Question
1 I've enjoyed the museum thanks to the game 8.75
2 My child has enjoyed the game 8.75
3 The parrot has been helpful 8
4 The map has been helpful 8.625
5 I've been able to see other works not included in the game 6.25
6 My child required help from the map 6.875
7 My child not always understood the clues 5.375
8 The game was di cult for my child 5.125
9 The idea of the application is good 8.625
10 I like the idea of using a game for visiting the museum 9.25
11 I like the script of the game 8.5
12 I like the characters 8.375
13 Visiting the museum with the game is fun 9.125
14 The length of the game is adequate 8.25
15 Clues are helpful 7.75
16 I understood the islands metaphor 8.875
17 I understood the relation of the map with the works 7.875
18 I liked the mini-games 8.875</p>
      </sec>
      <sec id="sec-3-3">
        <title>Average</title>
        <p>In general the game was well rated by the visitors, it was general the feeling
that the visit improves with the game, as we can see in questions 1, 10, 14, 17
and 18. The part that was rated as the best one were the mini-games.
There was a third method of compilation going on during the experiment,
analytic information was saved through the experience. It was remotely saved by
the Google analytics plug-in installed in the game. We mainly measured the time
employed for every quest in the game, with the results shown in Figure 7.</p>
        <p>These numbers are a useful tool to evaluate the di cult points of the game.
As it is shown in Figure 7, there are some di erences between quests. Those
di erences are not always real, quest 7 is a compilation of three quests that are
run at the same time. Quest 10 is also a compilation of 2 quests in the game.
Having those points under consideration we can see that all quests but quest 4
and quest 6 are completed in between 1 and 5 minutes.</p>
        <p>Quest 4 is located the furthest as possible from quest 3, quest 3 is at the
ground oor and quest 4 is at the third oor. Quest 6 is the one where the map
gets really relevant. The problem can be that, when they arrive to that quest,
their dynamic is already settle and it is di cult to change. That is the reason
why their timing gets very high, because that quest is designed to be very hard
without the map.
The map was design as a tool for the interaction, our proposal was to give adults
useful clues for them to support children. It was supposed to be an interaction
focus. The experience shows another reality, the team interaction with the map
can be understood as a sign of the team character. One of the reasons why the
map does not show out as a useful resource can be the way that it was designed.
We were aiming to introduce players in a full treasure hunt experience, with a
non so obvious treasure map. The reality shows that the interaction between the
app and the map is not intuitive so it needs to be trained. For future work it
can be interesting to improve the map with an easy legend in order to force a
bit more the interaction device-map.</p>
        <p>The team character is re ected in the way they use the map during the
experiment, in our opinion there are two types of teams: the re exives and the
experimental ones.</p>
        <p>The re exive team is the team that has a full understanding of the tools that
they have been provided and they use all of them. There is only one example
of that kind of player in our experiment, but their results are clear enough to
show the character of the team. It is the couple number 3 in Table 1. Their use
of the map is active, as we can see in they consulted it 25 times. That was the
reason why they only used the tablet 12 wrong times. It was also the reason
why they used the device help more than any one else, 10 times, because they
were pointing with the tablet only to the most probable art work. Searching for
the answers to the given clues. That was also re ected in their path in the map,
their movements were straight to the point. That was the designed behavior but
unfortunately was the less common.</p>
        <p>The experimental team has an out of control device pointing behavior. They
visit the museum pointing at every single art work that can be answering what
they are looking for. Not paying much attention to the map or the device help
but pointing with the tablet up to 32 times wrongly. In the map path it is easy
to see random movements, coming and going, and a higher use of external help
(museum workers and museum signs).</p>
        <p>It is interesting that despite the number of times that they have consulted
it, or the help that it has provided them, ve out of eight people prefer the
actual physical map than an integrated virtual map in the app. The average
punctuation about the satisfaction with the map and the help from it is 8.7. It
shows that the perception of the users is not always related to the real help that
they found in the map.</p>
        <p>About the team roles there are some interesting evolution on them as a result
of the device use training. Leading the experience is not always into the adults
hands, we found two stages:
{ In the rst stage, the child begins to understand certain codes and the game
ow, but only makes suggestions on what step to take next, while the adult
still continues to maintain control of the activity, reading app and map at
the same time.
{ In the second stage, the child already understands the codes and the game
dynamics, making e ective decisions. As these decisions become more and
more successful, the adult begins to take a supporting role with the map,
because the child is the one on control with the device. Finally the child
becomes the leader of the activity, turning to the adult when the game
speci cally requires it.</p>
        <p>This development has been observed in multiple tests with the exception of
children under 8 years old. None of our under 8 years old children (couples 4, 5
and 7) were able to nish the activity in the given time (1 hour). It might be
because none of them were able to reach the second stage of team roles, they
were stuck in the rst stage where the parent leads the activity not
delegating responsibility on the child. That fact is also shown on the questionnaires,
questions 9 and 10, where they are asked about the di culty of the game.</p>
        <p>It can be interesting, for future work, to consider a deeper analysis of the
interaction between adult and child, and how the adult trusts the capability with
the tablet. Only in one case the use of the tablet was, more or less, shared. In
most of the cases, the adult only interacts with the device when the anxiety level
is high. Otherwise it allows the child to explore and try as much as he or she
wants. The adult is more pro-active into asking for external help, going to the
museum employees, reading the maps of the museum or the museum cards.
5</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusions and Future Work</title>
      <p>We have presented the collaborative game Enigma Galdiano and the main results
of an empirical experiment about its use. The main conclusion of this experiment
is that players do not always perform the interactions as expected. In the design
of the game we wanted to nd a balance between challenge and easy of use. For
that reason, the rst quests in the game are designed to introduce the interaction
between the app and the map, leading the players to discover the meaning of
the numbers in the map: they represent the room number where the artwork is
to be found. However, as the rst quests are the easiest in the game, they can be
solved without the help of the map, and therefore most of the players do not use
the map in those rst quests. From quest 4 on, when things get harder, players
have to both understand how the map relates to the app and, their main goal,
solve the quest. To make things even more di cult for the game designer, the
game was designed in such a way that it can be played without the map, and
therefore just one mention to the map is made in the game.</p>
      <p>
        This di culties have already been identi ed in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] where they propose, as a
general guideline for this type of mobile-mediated collaboration, that if social
activities are to be included in a mobile experience, they should be made explicit
and explained to users early on. Therefore we plan to improve the game by
facilitating the understanding of the interaction between the app and the map.
      </p>
      <p>Regarding future work, we plan to explore new ways of mobile-mediated
collaboration, focusing of groups of kids, where we do not have the problem of
asymmetrical relations, and will be able to emphasize the pedagogical content
of the game.
The authors would like to thank Prof. Mikel Asensio from Autonoma University
of Madrid for his help in designing the experiments described in the paper.</p>
    </sec>
  </body>
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