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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>June</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Towards technology-mediated CH experiences: some open challenges?</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Luxembourg Institute of Science and Technology</institution>
          ,
          <addr-line>LIST</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <volume>9</volume>
      <issue>2019</issue>
      <abstract>
        <p>The mediation chosen by a Cultural Heritage (CH) venue to transmit its message to the visitors has always been of primary importance. Indeed, this is through the lens of this mediation that visitors interpret, understand, re ect or learn about CH, having emotions, and building nally their own personal experience. Modern technologies seem to have an in nite potential to enhance this experience, however it comes with its own challenges, the main ones being related to their integration within the mediation, mixing then technological with social issues. At the Luxembourg Institute of Science and Technology, the ADAPT (Knowledge based and Context-aware Adaptive Systems) research group focuses on the adaptation of computer systems in cognitive environments and Cyber-Physical and Social Systems. Our experience in user modeling and personalisation (especially personalised recommender systems) is applied to the cultural Heritage domain since 2015, in particular with participations to the FP7 Experimedia and H2020 CrossCult European projects (see, e.g. [7][8][3]). After having worked with humanity scientists, including museologists, built and experimented two smart museum guides embedding di erent user pro ling approaches and recommendation algorithms, we are aware of the speci city and complexity of building e cient IT-supported mediation for Cultural Heritage venues. In this communication, we raise the main points related to this complexity, taking the perspective of Personalisation and more speci cally personalised recommendations and guidance.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Personalisation of Cultural Heritage venues to their visitors remains a tricky
problem because it concerns mainly two entities, having potentially contradictory
objectives: the visitor and the venue. If everyone would agree that it relates to
o ering a personal tailor-made visit to satisfy as much as possible visitors, it
has to be understood that user experience is not only about the user, but rather
about the user in context. We take here the perspective of recommender systems,
often used as a basis for visit Personalisation to guide users through collections or
venues. In CH venues, the classical approach of recommending items transforms
into a more complex mediation where items and associated narratives should be
presented in a coherent way.</p>
      <p>Problem 1: Personalisation focusing only on user satisfaction can
miss the goal of the museum or CH venue. How to satisfy both? The
quality of the mediation in CH venues drives clearly the visitor's quality of
experience. However it depends equally on both the visitors' satisfaction and
the way it drives them across the venue.</p>
      <p>Problem 2: Recommender systems are usually evaluated regarding their e
ciency and how well their propositions match user interests. However, the
theoretically best algorithms might sometimes not satisfy the users, because
interests can be volatile and are context-dependent, because diversity and surprise
are sometimes expected, maybe also because the interface is not well designed...
This is true from a generic perspective, but also in particular in the CH context.
The question is thus: should we not measure the quality of user
experience only, instead of trying to have the best predictors of the user
behavior?
3</p>
    </sec>
    <sec id="sec-2">
      <title>Discussion</title>
      <p>Research over the last fty years has shown that the visitor is not always pleased
with their visit in museums: they do not necessarily understand the exhibitions
meaning, see the collections that would have been interesting, may su er from a
lack of information about the artworks etc. Furthermore, the visitor populations
are aging and museums nd it more and more di cult to attract young people.
Along with this alarming situation, we witness the development of a screen
culture, where visitors (especially younger generations) expect cultural practices
to revolve around or be connected to mobile devices.</p>
      <p>
        Historically the museum has always sought personalisation, which is one of
the ways to tackle the issues above. The rise of digital devices, and now Mixed
Reality, can make it real and provide actual personal mediation and visits to each
visitor. From the perspective of Cultural Heritage professionals, it is recognised
that modern personalisation approaches allow perceiving the link with the visitor
not as a customer relationship, "but rather as a dialogue between an institution
and a public cultural facility user [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Personalisation approaches do not share
the classical logic of audience segmentation (one o er per audience type: young,
adults, general public, etc.) but try instead to take into account the interests
of the individuals, their identity or their diversity [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. It is in line with the role
of the museums, which is to promote the expression and sense of control of the
visitors rather than to be a voice of authority, like it was in the past [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <sec id="sec-2-1">
        <title>Problem 1</title>
        <p>
          The trending goal of personalisation is the satisfaction of the visitor, with the
strong hypothesis that this will happen by satisfying his interests and
preferences. However from a museology point of view, the question is rather how to
build a great experience for the visitor, both bringing him satisfaction and taking
into account the museum stakes and the philosophy of todays museum. On site,
personalisation is still often reduced to simple prede ned or stereotypical
scenarios proposed to visitors, and is rarely implemented out of research projects.
Apart from technical and ethical barriers for its implementation, this could also
be explained by the fact a museum is a place of discovery and surprise, which is
opposed to the prevailing perception of satisfying the visitors expectations [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>State of the art recommendation and personalisation techniques work well
with e-commerce platforms, as the objective is to identify a set of items that
t the users expectation. E.g, \I expect my next pair of sneakers to be of a
speci c colour, size, and to be within a speci c price range". Following a similar
characteristics -based approach, a smart system could identify that a visitor
likes impressionist paintings and depiction of plants and thus recommends all
the impressionist paintings on display in the venue that depict plants. This
sounds like a good rst step as the visitor will be taken straight to the things he
e ectively likes/expects.</p>
        <p>These traditional personalisation approaches do not consider the venue's own
e ort to create a coherent narrative or to convey a speci c message while
designing the exhibit, as it might completely take the visitor away from the initial
intention of the venue. As such, while they can bring satisfaction to the
visitor, those approaches can thus be harmful to the overall experience, as they do
not take into account the museum stakes. On the other hand, the human guide
creates a visit experience that ful lls both the museum stakes and the visitor
expectations. This is achieved by telling stories related to the artefacts the
visitors can see, adapting the visit to the visitors and their questions, while keeping
the discussion within the boundaries set by the venue.</p>
        <p>In order to create a better and coherent user experience, a good CH
personalisation system cannot simply recommend objects to see but should instead
create a true mediation o ering coherent stories built from sequences of
objectnarrative couples, which are organised in such a way the museum stake is taken
into account and adapted to the visitor's pro le and expectations. Building on
this, we propose to name such a system a smart mediation system.
3.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Problem 2</title>
        <p>
          Experiments realized so far highlight the bene ts of Personalisation, illustrating
that: visitors like to receive propositions of exhibits to see; they tend to spend
more time in the museum [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]; the Personalisation tends to drive them to more
diverse points of interest and makes them discover more o the beaten track
items [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]; and in case the visit path is matched to appropriate content visitors
tend to demonstrate an increased interest for exhibits [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] (even if they do not
necessarily follow them [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]). More recently personalised guiding was used to
trigger re ection by visitors [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. However today, even if our bibliography is certainly
not exhaustive, very few evaluations have been made on the true e ectiveness of
personalisation, and its relationship with the user experience and satisfaction.
        </p>
        <p>The problem that the application of personalisation to CH sites reveals is
that a recommender system is always coupled with an interface allowing
humanmachine interactions in a speci c context. The user experience is then logically
dependent not only on the quality of recommendations, but also on the quality
of the associated HMI, regarding the user's expectations and the context. It is
especially true when using a smart guide in a museum, but also with historical
recommendation providers like Amazon or Net ix: when the interface does not
t your needs or preferences, the recommendation algorithm can be the best of
the world, your user experience is bad.</p>
        <p>Another important aspect to consider, as we highlighted before, is the level
of context awareness of the smart mediation system. For example, experiments
at the National Gallery of London have indicated that the positioning feature
of the guide we tested was perceived as of very high value. It is thus clear that
classical evaluation methods used for recommender systems fail to really assess
the user experience, and will thus never work in the CH context. Instead, we
believe that a holistic approach must be followed where the system is evaluated
as a whole and not just as a sum of parts.</p>
        <p>To support such an approach, we propose that a smart mediation system
should be evaluated on the three following dimensions:
{ quality of the system UI/UX.
{ level of context awareness of the system.</p>
        <p>{ the quality of the personalised recommendations.</p>
        <p>Failing to deliver the appropriate quality on one of these three dimensions will
inevitably result in a poor user experience quality regardless of the quality of
the other dimensions.</p>
        <p>Regarding the quality of the personalised recommendations, we suggest to
evaluate, at least, the following things:
{ The relevance of the selected physical artifacts selected by the system.
{ The relevance of the narrative element associated to these artifacts.
{ The relevance of the selected overarching narrative connecting the di erent
elements.</p>
        <p>{ The perceived consistency of the generated tour.</p>
        <p>And it is important to stress out that we de ne here the concept of relevance
as the alignment with the visitor's expectations and preferences without
contradicting the venue's own objective and constraints.
4</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Conclusion</title>
      <p>We have highlighted here two important challenges for the building of meaningful
technology-mediated CH experiences, related to personalised recommendations.
These are only a few among a lot which will need to be tackled as well. Especially,
a very important one that has not been discussed is certainly the user pro ling
problem, which is a common issue for all CPSS environments where people
are observed and tracked by technology. This for sure raises ethical and data
protection issues and requires a complete understanding and acceptance by the
user. The mediation should then comprise a dialog with the user, but is the
traditional user disclaimer really enough?</p>
    </sec>
  </body>
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