=Paper= {{Paper |id=Vol-2359/paper18 |storemode=property |title=The internet of art as a site for learning and fun – Playful experiences through augmented geocaching |pdfUrl=https://ceur-ws.org/Vol-2359/paper18.pdf |volume=Vol-2359 |authors=Pirita Ihamäki,Katriina Heljakka |dblpUrl=https://dblp.org/rec/conf/gamifin/IhamakiH19 }} ==The internet of art as a site for learning and fun – Playful experiences through augmented geocaching== https://ceur-ws.org/Vol-2359/paper18.pdf
                        The internet of art as a site for learning and fun –
                        Playful experiences through augmented geocaching

                                              Pirita Ihamäki1 and Katriina Heljakka2
                                                      1
                                                     Prizztech Ltd., Pori, Finland
                                                  2
                                                  University of Turku, Pori, Finland
                                                  pirita.ihamaki@prizz.fi
                                                 katriina.heljakka@utu.fi



                           Abstract. The Internet of Art as in public and connected art installations gives
                           birth to interactivity and participation, which in turn, introduce new challenges,
                           not only to the production of artworks, but also in how to involve the participants
                           and how to evaluate the results of target experiences, such as social connected-
                           ness, context, playfulness, and gamification. This case study presents an example
                           of interactive and participatory forms of the Internet of Art. We have used a mul-
                           timethod approach including qualitative research methods to understand pre-
                           school-aged children’s experiences who used the Sigrid-Secrets Augmented Re-
                           ality application in playing the game of geocaching and finding physical artworks
                           prior to the geocache. We have observed two groups of preschoolers play-testing,
                           analysed the videotaped documentation of the testing, and followed the children
                           drawing their memorable experiences of the geocaching trail. By using the Play-
                           ful Experiences (PLEX) framework, we have evaluated the preschoolers’ mem-
                           orable experiences of playing. Our findings demonstrate how augmented tech-
                           niques can be used to transform the physical surroundings in order to create a
                           hybrid game-world suited for learning and fun. In this game-world the player can
                           become immersed in the flow of playful experiences, and engage with edutaining
                           exercises while being simultaneously connected to both to the Internet of Art and
                           to the physical dimensions of the real world environment.

                           Keywords: Internet of Things, Internet of Art, Gamification, Geocaching, Aug-
                           mented Reality (AR) Application, Sigrid-Secrets Geocache.


                    1      Introduction

                    When considering public spaces like urban parks, one way to engage people in inter-
                    acting more with their city is through public and augmented art installations. When
                    interacting with this kind of art, the onlookers change their role of participation from
                    spectator to actor by influencing the art piece in their own way by, for example, sharing
                    their own photographs of the art by using augmented reality pictures [1], [2], [3], [4].
                    In our study, we have aimed to understand how playful, artistic content may be em-
                    ployed in creating meaningful and memorable experiences for preschool children in an
                    augmented geocaching game—the Sigrid-Secrets geocaching trail.




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                    This study explores the Internet of Art through the Sigrid-Secrets geocaching trail by
                    using an augmented reality (AR) application to connect artworks and stories of Sigrid,
                    the main character of the game. In the study, we investigate how preschool children
                    experience this ‘artified’ geocaching trail when using a mobile AR application. We
                    conducted play-tests to explore various types of player interaction and playful experi-
                    ences of the game, and examined the influence of connectedness in relation to the In-
                    ternet of Art. Playful experiences are realized when people take a playful approach to
                    activities or in how they look at the world. A prime example of playful experiences
                    include narrative stories like the Sigrid-Secrets geocaching trail explored in our study.
                    The original PLEX framework identifies 22 categories of playfulness based on previous
                    theoretical work on pleasurable experience [5], game experience [6] [7], emotions [8],
                    elements of play [9], and reasons why people play [10] [11].
                          This study used the PLEX framework to explore the suitability of the framework
                    to be used as a checklist when assessing different aspects of playfulness related to
                    augmented, outdoor and urban gaming, like in the case for the AR app developed for
                    the Sigrid-Secrets geocaching trail. The structure of this article is the following:
                    Section two after the introduction explains the Internet of Things (IoT) phenomenon
                    and outlines our definition of the Internet of Art as an area of IoT. The third section
                    describes the used method of our study in its three phases, which are: 1) observing the
                    groups’ test-playing of Sigrid-Secrets, 2) collecting and documenting the feedback
                    from the test-playing preschool children and their teachers, and 3) analyzing the
                    children’s drawings of their most memorable experiences related to the playing of
                    Sigrid-Secrets. The fourth section presents the results of the participants’ experiences
                    of the Internet of Art. The fifth section presents a discussion on the Sigrid-Secrets AR
                    application through the preschoolers’ experiences. Finally, the sixth section presents
                    the conclusions of the study and presents ideas on future work.



                    2      The Internet of Art

                    The current development in public art installations involves a new combination of ma-
                    terial and technology, resulting in new dynamic, interactive or participatory forms that
                    require the artist and designers to construct their work form a system view and with a
                    good understanding of human—system interaction [2], [4]. The context of public
                    spaces in cities present possibilities on how the participants as viewers of artworks and
                    players of games may leave a mark of their interaction with both of these. The “Leave
                    your mark” possibility could in our case be placed as an ‘invitation to play’ for people
                    to allow them to freely express themselves by, for example sharing Sigrid-Secrets AR
                    photographs on social media channels. This approach will potentially help people feel
                    more connected with the art and more included in the ‘artified’ space they are in [12].
                    There has been much debate concerning the definition of art related to the Internet since
                    the 1990s. However, there is not one specific terminology for the ‘Art Internet’, or how
                    we refer to it here as the Internet of Art. This debate is rooted in the fragmented nature
                    of the practice reflecting ideas, styles and methods of practitioners [13]. The concept
                    of “Net-based art forms” was proposed by Daniels & Reisinger in 2009 [14, pp. 15]
                    when referring to artworks produced between 1992 and 1997, the earliest




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                    period of production of the Internet Art [14]. Major traits of the Internet Art are related
                    to shared affordances of the Internet, like participation as a ‘social mechanism’ [15, pp.
                    485] granting interactivity between recipient and artwork, and connectivity, as multiple
                    community forms and dynamism in usage of content of various nature may be created.
                    Lovejoy, Paul and Vesna (2011) see that digital technology as an artistic medium im-
                    plies that productions result in a work of digital format reflecting the intrinsic custom-
                    izable, interactive and dynamic possibilities of the Internet medium [16]. There is also
                    a contrast to digital technology as a tool, as this tool is used to assist production of
                    traditional art objects and to convert tangible artworks into digital formats.
                            Shulgin et al (2001) have produced a manifesto positioning ‘net.art’ as an
                    avant-garde practice with close ties to the Internet as a communication channel. They
                    have listed Internet art traits as the following: 1) Formation of communities of artists
                    across nations and disciplines, 2) Investment without material interest, 3)
                    Collaboration without consideration of appropriation of ideas, 4) Privileging
                    communication over representation, 5) Immediacy, 6) Immateriality, 7) Temporality,
                    8) Process-based action, 9) Play and performance without concern of fear of historical
                    consequences, 10) Parasitism as Strategy; a) Movement from initial feeding ground of
                    the Internet, b) Expansion into real life networked infrastructures, 11) Vanishing
                    boundaries between private and public, and 12) All in one: a) the Internet as a medium
                    for production, publication, distribution, promotion, dialogue, consumption and
                    critique, b) Disintegration and mutation of the artist, curator, pen-pal, audience,
                    gallery, theorist, art collector, and museums. [17]
                             In this case study we define the Internet of Art to have four dimensions: The
                    Internet of Art may include 1) Physical artworks, which extend to the digital art space
                    (digital versions of art works, which reside on the Internet); 2) Physical artworks, which
                    include a digital dimension, and which are connected other artworks, 3) Physical
                    artworks, which include digital interactive art works (involving the user to interact
                    with the art- work and with other users), and 4) Digital artworks, which are connected
                    to other art- works through the Internet and belong to the ecosystem of the Internet of
                    Art.
                             Using this comprehensive definition of the concept, we contextualize our
                    understanding of the Internet of Art within the public sphere of the park and the use of
                    the digitally- enhanced, but physically based geocaching gaming platform. Further,
                    we suggest that when the functionality and usability as dimensions of the game’s
                    playability have been accommodated in the geocaching trail, it is time to add positive
                    aspects of interaction such as fun, surprising and playful content into the experience,
                    which is nowadays a common design goal for many services and products.


                    3      Method

                    We have used a qualitative approach in our study. We have collected data with a mul-
                    timethod approach, which is based on preschool children’s group testing of the Sigrid-
                    Secrets geocaching trail by using a mobile AR application called Sigrid-Secrets. We
                    worked with n=20 preschoolers; 5-6-year old boys and girls from two preschool groups
                    and four teachers from a Finnish kindergarten. We met with the children in their class-
                    room and explained the content of the geocaching trail, where we will go during the
                    test-playing in the park, and what we are going to do with the mobile device (iPad).
                    Throughout the test-playing session, we documented via notes, video and photographs
                    so that we could later review children’s experiences. After walking the geocaching trail,




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                    which is about 1 kilometer in length, we came back to the kindergarten and asked the
                    children to draw their chosen memorable experiences of the geocaching trail and asked
                    them questions like “what is your most memorable experience of the Sigrid-Secrets
                    geocaching trail”, “what happened when you saw the mobile device ‘bring the artwork
                    alive’”, “what was the funniest experience on the Sigrid-Secrets geocaching trail”,
                    “what did you learn from the Sigrid-Secrets geocaching trail”, and “how would you
                    play the Sigrid-Secrets geocaching trail with your friends?”.
                             The use of drawings for evaluation purposes is a powerful tool, since most
                    children tend to enjoy drawing without showing any sign of tension. Crook (1985)
                    presents that drawing is widely recognized by children as an activity and that the
                    content of children’s drawing may provide insight into their feelings and thoughts
                    about the world. In other words, children’s drawings provide a ‘window’ into their
                    thoughts and feelings, mainly because they reflect an image of his or her own mind.
                    When children draw, they carefully choose their materials, crayons, colors, patterns,
                    plus the size and position of what they want to draw [24]. Children’s drawings are
                    unique and can give us precise information about their feelings and though about
                    subject what researchers are investigate [25]. While drawings represent a kind of
                    individual expression, they can also be a communicative tool. Drawing tends to
                    recount far more things to the reader than language. Children do not yet have sufficient
                    capabilities for abstract linguistic expression, but they have symbolic communication
                    methods such as drawing. Through pictures, children communicate with familiar
                    people, they develop skills for living and build a sense of trust [26].
                           We have used the drawings as a method to understand children’s most
                    memorable experiences of the Sigrid-Secrets geocaching trail when using an
                    augmented reality application throughout the test-playing. Moreover, we have
                    compared the children’s testimonials of their most memorable experiences with their
                    drawings of the Sigrid-Secrets geocaching trail, which gives a holistic overview of
                    experiences especially in terms of how the children explained their experiences of the
                    AR application. The multimethod approach allowed us to carry out both a narrative
                    and visual analysis of data. Afterwards, we have analyzed all material by using
                    content analysis.
                           We have categorized our method in three phases, which are 1) observing the
                    group play-testing, 2) collecting and documenting the feedback from the preschoolers
                    and their teachers, and 3) understanding children’s drawings and play experiences.

                    Phase 1: Observing the group-tests
                    In order to gain a good understanding of the benefits and drawbacks of computational
                    elements (the digitally-mediated augmentation) of the geocaching trail, we emphasized
                    observation prior to implementing a first version of an augmented reality application
                    called Sigrid-Secrets. Our group-tests were carried out at the Sigrid-Secrets geocaching
                    trail, which was created in 2016 and includes six physical artworks that can be found
                    by using the geocaching application or the Sigrid-Secrets AR application presented in
                    this paper. The story behind the game gives hints on where the six physical art works
                    and the geocache can be found. By using the Sigrid-Secrets AR application the players
                    of the game can experience the physical artworks with their virtually augmented di-
                    mensions. Our group test focused on children’s experiences of and interaction with the
                    Sigrid-Secrets application, their experiences of looking for the artworks, and their
                    drawings and testimonials about the Sigrid-Secrets geocaching trail more generally.
                    One of the goals in our study is to understand the urban outdoor space as a learning




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                    environment, for example, what preschool children can learn from the historical narra-
                    tive accompanying the game, the collaborative working (in searching for the artworks
                    together), and how the participating children understand the multiliteracy required from
                    playing with hybrid game-worlds combining physical and digital art/game environ-
                    ments.

                    Phase 2: Collecting and documenting feedback from preschoolers and their teachers
                    After the test-playing, participating children were invited to fill the Playful Experience
                    (PLEX) evaluation form with preschool teachers and draw their memorable experiences
                    of the Sigrid-Secrets geocaching trail. We asked the children to evaluate their experi-
                    ences of the geocaching trail, for example, by asking: “how did you like the geocaching
                    trail?”, “what was the funniest things to do on the geocaching trail?”, ”was it easy to
                    find the artworks?”, “do you remember some artwork especially well, how did you feel
                    about those artworks?”, “how did you think about looking at the artworks through the
                    iPad?”, “what was really happening on the iPad when you looked at the physical art-
                    works?”, and “would you want to do something with the Sigrid-Secrets mobile app
                    together with a friend?”.
                          We also collected data with the help of the preschool teachers, who participated
                    in walking the geocaching trail. The teachers were asked to fill the PLEX evaluation
                    form. The PLEX model we built on, suggests a framework to understand the playful
                    dimensions related to the experiences throughout the Sigrid-Secrets geocaching trail.
                    Our PLEX evaluation of the Sigrid-Secrets geocaching trail included validation efforts
                    such as playing the treasure hunt game geocaching together with the Sigrid-Secrets
                    AR mobile application, to see what experiences this app prompted in use (in this case
                    in pre- school-aged children). As a result, 15 categories of the original PLEX
                    framework (including 22 categories) were included in the Playful Experience of the
                    Sigrid Secrets geocaching trail through the augmented Sigrid-Secrets app (see Tables
                    1 and 2).

                    Phase 3: Understanding children’s drawings and play experiences
                    After the test-playing we asked the children to draw their memorable experience of the
                    geocaching trail. We asked what they were drawing and what they did in the specific
                    part of the geocaching trail they depicted in their drawing. We videotaped the children
                    while they were making their drawings and explaining them, which we analyzed to-
                    gether with other research material. We have used an in-game evaluation technique we
                    refer here to as ’think-aloud’. By doing so, we may have captured a more immediate
                    and visceral response to the playful experiences, as there were some limitation to how
                    we as the researchers guiding the test-playing could also follow the children’s responses
                    to the game. After finding each of the six physical artworks connected to the narrative
                    of Sigrid-Secrets, we demonstrated the augmented reality materials accessible through
                    a mobile device featuring the app needed to unleash the digital components of the art-
                    works (iPad).




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                    4      Results: Internet of Art related, augmented play experiences

                    Evaluation of PLEX of the Internet of Art
                    In this study, we have explored play experiences of the augmented Sigrid-Secrets geo-
                    caching trail from the perspective of preschool children and their teachers, which we
                    analyzed through the PLEX Framework. We have tried to understand the existing geo-
                    caching game as an urban ‘artified’ experience related to the Internet of Art and inves-
                    tigated what the children and teachers considered valuable about the geocaching trail
                    (space) through the augmented reality mobile application (treasure hunt activities used
                    in searching for physical artworks and using a mobile device to access the digitally
                    augmented dimension of the artworks).

                            Evaluation of the test-playing conducted for the study reveals that overall,
                    participants were fully engaged in the geocaching game we described as the “Sigrid-
                    Secrets Adventure”. In general, the findings support the 15 experiences included in the
                    PLEX framework. These were analyzed in association with the Internet of Art
                    experience that the Sigrid-Secrets geocaching trail represents, and are described in
                    more detail in the Tables 1 and 2. The recent development in hybrid technologies
                    create new opportunities for artists and researchers to create and study interactive
                    public installations we understand here as the Internet of Art, merging physical
                    material with digital content (for example, Augmented Reality (or AR) technolo-
                    gies), allowing social engagement and participation. This study has employed Aug-
                    mented Reality techniques, which were used to transform and augment the users’ (in
                    this case preschool children’s) visual and auditory perceptions of the location (special
                    physical location of artworks). Augmented reality animations were shown to the play-
                    testers with the help of mobile devices with the aim of creating the illusion that the
                    Sigrid-Secrets physical artworks are actually merging with a mixed reality environment
                    in the player’s surrounding. The augmented reality effect was perceived as quite real-
                    istic as the preschoolers informed us that artworks are exciting, and even made some of
                    the children feel tension. However, besides the excitement of the augmented dimen-
                    sions of the game, our findings show that by far the most engaging aspects of gameplay
                    were connected to the geocaching game’s original mechanics the treasure hunt game.
                    For the most part, participants found the treasure-hunting mechanic satisfying and en-
                    joyed the process of physically moving around the environment searching for the Inter-
                    net of Art locations for the physical artworks. The discoveries made in the physical
                    environment and finding the artworks represented playful experiences in themselves.
                    However, an additional element of surprise created by using the mobile application and
                    bringing the Sigrid-Secrets artworks alive was considered as an interesting, intriguing,
                    and in this way valuable dimension of the experience.

                           The preschoolers as play-testers used the multimodal features of the Sigrid-
                    Secrets geocaching trail Sigrid-Secrets App interface as a guide when searching for the
                    physical artworks. Simultaneously, they had multisensory experiences: both visual and
                    audio-based augmented reality experiences. For example, in the first artwork, the
                    augmented dimension shows an animation of some letters of the alphabet appearing
                    on the screen of the mobile device one by one, and from those letters the players are
                    able to form the second name of Sigrid, the character in the game. These tasks
                    presented by the artworks make children ‘speak aloud’




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                    collectively by saying those letters. In this particular riddle or mini-game, the partici-
                    pating preschoolers solved the challenge together and received a pleasurable experience
                    connecting them further with the Sigrid-Secrets adventure. Moreover, the results also
                    show how the location contributed to the overall game experience because the historical
                    story (Sigrid-Secrets narrative including facts of the city) fit the context and geocaching
                    trail. In general, the findings support the PLEX model that indicates playful experiences
                    with the 15 categories of the Internet of Art related Sigrid-Secrets geocaching trail as
                    presented in the Tables 1 and 2.

                    Table 1. Evaluation through the Playful Experience (PLEX) of the Internet of Art:
                    Sigrid-Secrets geocaching trail, examples of preschool-teachers’ perspectives.

                      Playful       Sigrid-Secrets geocaching trail test-round (preschool teachers’ perspectives, examples of answers given)
                      Experience
                      Challenge     Teacher 1: The weather was bad and some of the children experienced the cold because of wet clothing. [What
                                    proposed additional challenges was] the noise coming from traffic and roadworks, the dog excrement in the
                                    park.
                                    Teacher 4: [What proposed challenges] was the weather, and the noise coming from traffic that makes it hard to
                                    hear the story. The size of the group should be considered.
                      Competition   Teacher 1: Competitiveness arose from when the children tried to be the ’first to find’. Competition also comes
                                    from who is the one to see ’best and first’.
                      Completion    Teacher 4: To draw is a good way of returning to the trail [after the round] and to reflect upon what was nice
                                    [about the experience].
                      Control       Teacher 1: The children followed well and controlling of the situation functioned when there were enough adults
                                    [supervising the situation] so that the screen of the mobile device [playing the animations for the experience]
                                    could be followed.
                      Discovery     Teacher 1: The group size of approximately 10 children would be good. The joy of discovery at every image,
                                    and especially at the geocache [was perceivable].
                      Exploration   Teacher 1: To solve the riddles was really motivating and the whole group was involved in a good way, the ob-
                                    servation of the environment, exploration and telling about ones’ own experiences [also worked well].
                                    Teacher 3: The exploration [of the trail] was also inspiring, and the story was not terribly hard to preschoolers’
                                    to understand, either.
                                    Teacher 4: [It was] interesting to see how the image came to life!
                      Expression    Teacher 1: To know the letters [of the alphabet], and to explore and know things is important. Children need [or,
                                    they have a need] to tell what they can do and what they know.

                      Fantasy       Teacher 1: The enlivening of the image made the children continue the story in one way or another, or linking it
                                    to their earlier experiences.
                                    Teacher 3: The images enlivened the imagination in a great way.
                      Fellowship    Teacher 1: To look [for the artworks] together—to find, and to share the joy of finding with others, having to
                                    wait for one’s own turn. Bringing up what it means to be a [name of city]-citizen [was considered important].
                                    Teacher 2: [Fellowship] between children was quite fluent even though there also was ‘me and myself’ kind of
                                    thinking.
                                    Teacher 3: To think about and reflect on the answers [to the questions presented in association with the art-
                                    works] created a shared experience. There could have been even more questions on the trail.
                      Humor         Teacher 1: The images themselves did not exactly add on to the humour, but where there are children, humour is
                                    always present in things and doings.
                      Nurture       Teacher 1: The doll [depicting the character Sigrid] can perhaps evoke the nurturing instinct in some, and maybe
                                    fear in some. [To nurture during the test-playing could also mean] looking after ones pair when walking.
                      Relaxation    Teacher 4: To move about outdoors is always a good thing and the children could later walk [the trail] with their
                                    own parents.
                      Sensation     Teacher 1: [The element of sensation] was present in the videos. [And in the] the sounds and happenings of the
                                    environment.
                                    Teacher 4: [The element of sensation was] holistically present, sight and hearing.
                      Sympathy      Teacher 1: The children were prompted to tell about their own knowledge of the phenomena [depicted in the art-
                                    works including their augmented dimensions.]
                      Thrill        Teacher 1: Some of the children thought that the [Sigrid] doll looked ‘scary’, and some thought the same about
                                    the music in the video. When the image came alive on the screen of the mobile device the children empathized
                                    well. After the test-playing round Sigrid will live on in the minds [of the children] whenever they return to the
                                    [name of the park].




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                    Table 2. Evaluation through the Playful Experience (PLEX) of the Internet of Art:
                    Sigrid-Secrets geocaching trail, examples of researchers’ perspectives.
                      Playful      Sigrid-Secrets geocaching trail test-round (researchers’ perspectives)
                      Experience
                      Challenge    All of the artworks on the geocaching trail include some kind of challenge for the participants to solve—a question
                                   or a riddle. For example, the first task was to answer the question: ”What is Sigrid’s second name?” In Finland, the
                                   learning of how to read usually starts in primary school—this task asked for the participants to know the alphabet
                                   and think logically. The artwork depicting Sigrid with water colors was, on the one hand, considered to be interest-
                                   ing for some of the participating children. The challenge to solve in association with this artwork was to answer the
                                   question: “In which natural phenomenon can the colours that appeared in the video be seen?” One of the children
                                   solved this challenge by giving the correct answer: ”The rainbow”.
                      Competi-     Sigrid-Secrets is a game, in which the main goal is to find all the six artworks and finally, the actual geocache at
                      tion         the end of the trail. The participating children took part in ”first to find” competitive form of playing, which they
                                   invented themselves when being asked to find an artwork. Seeking for the artworks brought the competitive ele-
                                   ment of the experience in the foreground, and even seemed to cause some bickering.
                      Comple-      In association with the animation accompanying the first artwork the children started to list the letters that appeared
                      tion         on the screen. We posed the following question: Which name can you form of these letters? The correct answer is
                                   the same as Sigrid’s second name. First, one of the children came up with the name ’Irma’ (not correct). This guess
                                   was soon followed by the right answer ‘Maria’. The participants seemed to enjoy solving the tasks as they adven-
                                   tured on the geocaching trail. They greatly enjoyed the moment they came up with the right answer.
                      Control      The children controlled each other: We could sense some ”group pressure” as the children competed about who
                                   will first find an artwork. The teachers controlled the overall experience of the test-playing round.
                      Discovery    It was important for the children to discover the artworks. Additionally, the Sigrid-Secrets app launched AR anima-
                                   tions for each of the artworks, which the participating children admired. All of the children wanted to see the ani-
                                   mations properly in order to think about the content, for example, what colors they saw in the animation. The chil-
                                   dren also found it enjoyable to discover the actual geocache stashed in an unobvious location.
                      Explora-     The participating children explored the actual geocache, a ’birdhouse’, hidden under a tree. To find the cache
                      tion         seemed to give the children the most gratification in exploring something. In one of the videos there is an old
                                   church boat that is being rowed over the [name of river]. This historical video in the early 1900s shows how there
                                   was no bridge at this time. One of the children could name the bridge (‘Charlotta’) that was built later in this place.
                                   Simultaneously, the other children learned about the history of their home town.
                      Expression   The children draw the most memorable experience of the geocaching trail after the test-playing round. Most of the
                                   children draw the geocache found at the end of trail – the ‘birdhouse’. Some of the children draw Sigrid doing a
                                   split, Sigrid playing the music box, and Sigrid adventuring with the children.
                      Fantasy      The trail presented itself to the children as a fantasy in which they participated, immersed themselves in and fol-
                                   lowed the story by solving the tasks.
                      Fellowship   The children looked for the artworks together as a group and one of the children said that they were ’playing the
                                   game together’. Playing collectively seems to come naturally.
                      Humor        The children seemed to like the last of the six artworks best. It features a soundtrack playing the sound of a seagull.
                                   They thought that the sound was a fun feature as they recognized the bird making this sound. The children knew
                                   these birds to exist in the place depicted on the artwork, [name of beach]. In general, all the artworks which are
                                   given colors by the AR app and feature either animations, videos or sound. The videos were considered mysterious
                                   and therefore interesting for them.
                      Nurture      While stopping at the final artwork, the participating children met with a lady walking her dog. The children petted
                                   the dog. We see this as an example of how the children quickly reacted to the environment and engaged with it. In
                                   this way, the children enjoyed external stimuli outside of the actual game and afforded by situational factors.
                      Relaxation   Becoming excited about the adventure that the ‘artified’ geocaching trail aims to offer, and the joy of discovering
                                   the artworks made the children happy. When they found an artwork, for example, they wanted to explore it as
                                   closely as possible. On the way to the last artwork, the children were already running towards it. One of the chil-
                                   dren accidentally stepped on dog excrement. As the child was the first to find the artwork, the situation was quickly
                                   resolved, and instead of disappointment, the child became relaxed.
                      Sensation    The cold, slushy and rainy weather on the day of test-playing somehow affected the overall experience of the
                                   round: Some of the children said that they were feeling cold. The children were anxious about finding the artworks
                                   and after finding them, awaited for what kind of surprises the AR app brings to the experience. The AR enhance-
                                   ments for the artworks appealed to the children. According to the teachers, one of the children had told her mother
                                   right after the geocaching adventure that s/he would like to take her on the trail and to show her the ‘coming alive’
                                   of the artworks on his/her phone.
                      Sympathy     A part of the participating children ranked the animation of the dancing Sigrid as the most memorable. It was also
                                   said to be beautiful, and children waited for Sigrid to make the split at the end of the animation, when seeing it an-
                                   other time. According to the teachers none of the children have classic ballet as a hobby in the local dance school.
                      Thrill       On the one hand, the children found the animation with the music box the most exciting of the six AR augmenta-
                                   tions, as they recognized the sound of the instrument. On the other hand, the Sigrid doll playing a music box was
                                   also reported to appear ‘creepy’, according to their documented testimonials. Three of the artworks raised most
                                   comments among the children, when they were interviewed during them drawing their most memorable experi-
                                   ences of the test-playing trail: 1) The artwork with the music box. The sound of the music box seemed familiar to
                                   the children, but playing the music box seemed unfamiliar; 2) The artwork with the dancing Sigrid was experi-
                                   enced as exciting because the doll was seen dancing, and during the second time watching the animation the chil-
                                   dren already knew that it would end with Sigrid doing a split; 3) The last artwork was considered as the most fun of
                                   the six artworks. In this artwork Sigrid is depicted holding a photograph of [name of beach] in her hands.




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                        Figure 1. Test-playing the Sigrid-Secrets geocaching trail.




                    Evaluation of preschool children’s drawings of their play experiences

                    The preschool children drawings function as an additional research data set and focuses
                    on Sigrid-Secrets geocaching trail memorable experiences. The drawing below (Figure
                    2.) shows how children were inspired by the Sigrid-Secrets AR application.

                    Figure 2. Preschooler “Toini” drew Sigrid making a ballet split. Figure 3. Sigrid-Se-
                    crets AR application artwork, which is brought alive and dancing by the AR app.




                    The Figure 2. was, according to the preschooler, who we observed and interviewed,
                    inspired by the Sigrid-Secrets ballet dancing animation and showed a detailed view of
                    the video, demonstrated similar color and line and use of chair of the video (see Figure
                    3.). This could be due to the Sigrid-Secrets application augmented reality experience.
                    Preschool children reported to mostly like the end of geocaching trail, where they
                    could find the actual geocache. The drawing by “Joose” in Figure 4. reflected the geo-
                    graphic location of the Sigrid-Secrets geocache place, which according to our analysis,
                    seemed to be most exciting place of the Sigrid-Secrets geocaching trail. The drawings
                    also included the Sigrid-Secrets music-box artwork (for example, see Figure 5.), which
                    represent to the preschool children a memorable experience in association with Sigrid-
                    Secrets augmented reality application. The drawing also shows the collective nature of
                    experiences with preschool friends who joined the play-testing of the geocaching trail.




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                    Figure 4. The Sigrid-Secrets geocache at the end of the trail. Figure 5. Children
                    “Joose” drew the Sigrid to music box artwork and the final geocache in the same pic-
                    ture.




                    5      Conclusion and Future Research

                    Our results show that existing Augmented Reality techniques can be used to transform
                    the surrounding in order to create a hybrid game-world where the players, as in this
                    case study preschool children, can become immersed in the flow of play while simul-
                    taneously remaining connected both to the Internet of Art and to the real world.
                            In this paper, we have used the Playful Experience (PLEX) framework to
                    explore its potential for evaluation of preschool children’s memorable playful
                    experiences through the Sigrid-Secrets geocaching trail explored together with the AR
                    application. We con- ducted three phases collecting research data: 1) Phase 1:
                    Observing the group-tests, 2) Phase 2: Collecting and documenting the feedback from
                    the preschoolers and their teachers, 3) Phase 3: Understanding children’s drawings
                    and play experiences, and evaluated the memorable play experiences of the Sigrid-
                    Secrets geocaching trail.
                             Our results suggest that the PLEX framework is suitable for evaluation on
                    aspects of play- fulness of the Internet of Art platform. Based on our findings, 15
                    PLEX categories be- came perceivable in play in the following way: the real physical
                    environment (weather, traffic on the public place so on) may present challenges.
                    Challenge also means that we tested the abilities in tasks for example by asking the
                    children to solve six tasks presented in connection with the artworks on the
                    geocaching trail. We found out that a successful group-test with preschool children
                    greatly depends on the size of the test- playing group. The Sigrid-Secrets geocaching
                    trail is based on competition to “find the artworks first” Competition means contest
                    with oneself or in testing group participation and this play pattern emerged in our play-
                    testing as well. Completion means to finish a major task, and experience a closure for
                    that task. Our results show that children experienced completion when drawing their
                    memorable experiences of the Sigrid-Secrets geocaching trail. Control means to
                    dominate and police for the roles in the game-world. In this case study control
                    presented itself as ‘group pressure’ in preschoolers’ behavior in finding the artworks
                    together. Discovery means finding something new or unknown. The Sigrid-Secrets
                    geocaching trail offers its players a treasure hunting game adventure with digital
                    dimensions augmented by a mobile application that connects the physical artworks
                    with the Internet of Art. Exploration means investigating a situation or object. As in
                    this case study, exploration was presented through a treasure hunt for the physical




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                    artworks, and solving problems together with the group as a co-playing experience.
                    Expression means self-creativity and sharing one’s own ideas with others. In this case
                    study expression occurred when the children drew their memorable experiences, fol-
                    lowed by a group discussing steered by an interest in the preschooler’s feedback on
                    playful experiences featured in the PLEX framework. Fantasy means an imaginative
                    experience. This case study presents that the Sigrid-Secrets narrative turned walking
                    the geocaching trail into a fantasy game experience. Fellowship means friendship and
                    communality. In this case study the preschool children had a collective experience by
                    solving problems together. Humor means fun, joy and jokes. In this case study humor
                    came up when the children saw the first Augmented Reality application animation and
                    started to create their own stories based on the artworks. Nurture explored in a playful
                    context means to take care of others or toys etc. In this case study, the game-world is
                    situated within the real, physical environment, and as can happen in the real world,
                    there were surprises: For example, suddenly a dog came up and children expressed an
                    urge to nurture it (or, to pet the dog). Relaxation means relief for bodily or mental work.
                    In this case study, one of the children accidentally stepped on dog excrement. As the
                    child was the first to find the artwork, the situation was quickly resolved, and instead
                    of disappointment, the child became relaxed. Sensation means excitement by simulat-
                    ing senses. In this case study, the preschool children were anxious about finding the
                    artworks and after finding them, awaited for what kind of surprises the AR app brings
                    to the experience. Every time they awaited for the AR-related content and were met
                    with surprise. Sympathy means sharing emotional feelings. In this case study, the chil-
                    dren started to share their experiences with each other by ‘thinking aloud’, but also
                    continued their exciting experience by creating their own stories based on the multidi-
                    mensional Sigrid-Secrets ‘artified’ and augmented geocaching. Thrill means excite-
                    ment derived from risk. This case study shows that some of children felt that the art-
                    works featuring the Sigrid doll were somehow frightening especially when they came
                    alive through the augmented reality app, which uses sounds and animation, and can be
                    experienced with many senses with the help of this mixed reality environment [21].
                             Our aim is to continue exploring the Internet of Art in connection with location-
                    based gameworlds by setting up a third augmented geocaching trail in the coastal area
                    adjacent to the first urban trail. In this project we will use the “flipped classroom
                    approach” and work with school-aged children to co-create ‘edutaining content’
                    (content that is both entertaining and educational) for the new geocaching trail to
                    support physical, cognitive and social wellbeing of the potential users of the
                    augmented geocaching trail. We are also developing the Sigrid-Secrets app by adding
                    educational exercises suited for pre- school children and first and second graders. In
                    this way, our research continues to explore outdoor, location-based, and augmented
                    game learning experiences, and the question of how to motivate children to fun
                    learning by building on skills and knowledge in their everyday surroundings.

                    Acknowledgements
                    We wish to express our gratitude to the preschool children and their teachers for par-
                    ticipating in our study. This study has been partially funded by the Centre of Excellence
                    in Game Culture Studies (decision #312396).




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