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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>How to design adaptive recommender smart objects in EUD context</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Federica Cena</string-name>
          <email>federica.cena@unito.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cristina Gena</string-name>
          <email>cristina.gena@unito.it</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Claudio Mattutino</string-name>
          <email>claudio.mattutino@unito.it</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michele Mioli</string-name>
          <email>michele.mioli@unito.it</email>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>corso Svizzera 185, 10149, Computer Science Dept.,University of Turin</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In a previous work we introduced a classification of types of intelligence in smart physical objects, discussing how they can be taken into account when designing an object. In a later one we focused on a specific task interactive adaptive support and recommendation to people - and we analyzed in detail the design of smart objects performing this task. The result of this analysis is a conceptual model which is specifically suited to design smart objects performing adaptive recommendation. The model we proposed is centered around the idea that intelligence is multi-faceted and involves diferent aspects, ranging from interaction abilities to the ability of managing knowledge and of reasoning and learning from experience. In this paper we aim at adapting this latter model to a End-User Development (EUD) context in order to be able to provide adaptive recommendation to the End-User.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;smart objects</kwd>
        <kwd>recommender</kwd>
        <kwd>EUD</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        A smart interactive space is an ecosystem of agents featuring cross-interactions whose activation
supports the accomplishment of some activities. Besides the user interacting within the smart space,
the involved agents can refer to diferent classes of smart resources. The basic resources are IoT
devices, i.e., digital equipment consisting in a variety of things – such as Radio-Frequency IDentification
(RFID), tags, sensors, actuators, mobile phones, etc. – which, through unique addressing schemes, are
able to communicate, i.e., interact and cooperate with their neighbours in a network, to reach common
goals. IoT devices are the basic components of smart objects, i.e., physical objects, computationally
augmented with IoT devices, that have the capabilities of sensing and collecting information about
their use or about the surrounding environment, to process or transmit this information and finally
enact some actions upon their users or the surrounding environment, based on the collected
information or an external command [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] . The design of smart objects attracted a lot of attention over
the last decade and a number of examples are available in the literature [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ] and on the market. In
a previous paper [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] we introduced a classification of types of intelligence in smart physical objects,
discussing how they can be taken into account when designing an object. In a later one [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] we focused
on a specific task – interactive adaptive support and recommendation to people — and we analyzed
in detail the design of smart objects performing this task. The result of this analysis is a conceptual
model which is specifically suited to design smart objects performing adaptive recommendation. The
model we proposed is centered around the idea that intelligence is multi-faceted and involves diferent
aspects, ranging from interaction abilities to the ability of managing knowledge and of reasoning and
learning from experience. All these dimensions assume peculiar features when attached to a physical
object and this is the principle guiding our analysis which borrows and integrates concepts from
different areas of artificial intelligence, cognitive sciences and human-computer interaction. The model
is organized in a number of layers (or steps). Isolating layers can in our view facilitate the design
process and the mapping between requirements and choices in the object to be designed.
      </p>
      <p>In this paper we aim at adapting this latter model, namely ARSPO (see below), to a End-User
Development (EUD) environment in order to be able to provide adaptive recommendation to the End-User,
in the context of the Empathy project1</p>
    </sec>
    <sec id="sec-2">
      <title>2. Definition</title>
      <p>
        An SPO is a Smart Physical Object with interacting and problem-solving capabilities, defined as
the tight and seamless integration of a physical and a digital counterpart which augment each other
into a unique peculiar entity. This remark is important in characterizing “intelligence" in the sense
that intelligence cannot be independent of the physical nature of the object and must augment this
physical dimension in the same way as the physical dimension is the handle to support intelligent
behavior enabled by the digital dimension. Although a smart object can be seen as an “Intelligent
Agent” according to classical definitions [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], it is diferent from a mere software agent since it has a
body and this may impact on cognition and behavior. ARSPO: Adaptive Recommender SPO are
systems that support a user in her activity or decision-making process by suggesting items (services
or information) which are supposed to be relevant to her [
        <xref ref-type="bibr" rid="ref6 ref7 ref8">6, 7, 8</xref>
        ]. Recommender systems may take
into account the user/s preferences and features, stored in a user profile or – User Model [
        <xref ref-type="bibr" rid="ref10 ref11 ref9">9, 10, 11</xref>
        ] –
and may also take into account the specific context in which the user and the object interact, including
aspects such as the place, the time, the weather, the presence of other objects [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. This includes the
notion of context and situation awareness [
        <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
        ], commonly used in the literature. We use the term
ARSPO to refer to an SPO which takes into account all of these features when interacting with a user.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. An overview of layers in ARSPO design</title>
      <p>Once the high level decisions are made and thus the requirements are available, the design of an
ARSPO can be decomposed into five layers, as shown in Figure 1.</p>
      <p>
        INTERACTION LAYER. Requirements and design decisions concern the integration between the
physical and digital dimensions of the object and thus the interfaces it can ofer to users. In [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] the
type of interactions between humans and artifacts are defined at the following levels:
• Task level refers to the functionalities an object provides and the tasks reachable using such
functions;
• Syntactic level identifies the modes to interact with an ARSPO, considering both physical and
digital properties;
• Semantic level refers to the meaning associated to the interaction with an ARSPO;
• Interaction level constitutes the dialogue and relationships between a user, an artifact and the
environment. It represents the highest level of interaction, based on complex forms of influence
between people and objects.
      </p>
      <p>
        REPRESENTATION LAYER. Requirements and design decisions regard the type of information
that the object should manage. At an abstract level they can be divided in knowledge about: (i) itself,
(ii) context, (iii) other smart objects, (iv) user, (v) domain, including the services the ARSPO can ofer,
the interaction modes it can choose and the criteria for making these choices. (I) Methodological
instruments to manage the representation layer concern at least two issues:
- level of conceptualization (i.e., representation of the features and properties of the users, other objects,
items to be recommended, the environment, etc.). The design choices range from no
conceptualization at all (with features and properties represented only as labels or names) to a full conceptualization
with ontologies [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], with a full spectrum of intermediate situations.
- ontological categories to model knowledge: a useful model can be borrowed from model-based
reasoning [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. It describes four types of knowledge [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]:
• Teleology (the goal(s) an object is designed to have),
• Function (the functions the object can perform to reach its goal(s), “what the object can do"),
• Behaviour (the way a specific function is executed, i.e., the actions that the object performs
when a function is activated, “how to do"),
• Structure (the physical/digital structure of the object).
      </p>
      <p>
        REASONING LAYER Requirements and design decision concern the ARSPO’s ability to make
inferences on information available from the context, the user, other objects, exploiting knowledge in
the representation layer. (I) Diferent forms of reasoning can be classified schematically by referring to
a limited set of reasoning patterns commonly used in AI applications [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]: (i) deductive, (ii) abductive,
(iii) inductive, (iv) analogical, (v) common sense. Deduction concerns inferences that extend factual
information using the principle of logical consequence. Abduction allows explaining observations
using the available knowledge and is a form of non monotonic reasoning.
      </p>
      <p>PROBLEM SOLVING LAYER. (R) Requirements and design decision concern the strategies to
provide adaptive recommendation, i.e., “what" services should be ofered, “how", “where" and “when",
given the individual user (“who") and context. This is the core layer of an ARSPO. This layer shares
the reasoning techniques described in the above layer, but focuses on the dimension of the services
to be ofered, the interaction modes and the mappings to select them.</p>
      <p>
        LEARNING LAYER Requirements and design decision regard the ARSPO’s ability to learn from
the interaction with the user, possibly after feedback on the recommendation process. The ability to
learn has been often considered a fundamental ingredient of intelligence [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Learning is a reasoning
activity and thus concerns the reasoning techniques discussed above. However, learning is peculiar
in the sense that not only does it exploit a knowledge base but it builds/refines/revises it as well. This
is the reason why it is kept separate from the reasoning layer.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. A proposal for designing adaptive recommender smart objects in EUD</title>
      <p>In this new wider concepts it is necessary to define all the actors that are:
• The final user , which is the recipient of the environment;
• The end-user, which is in charge of configuring the environment, and is the one receiving the
recommendations;
• The environment, e.g., type, goal;
• The smart objects, namely all the objects in the environment that interact with the user or with
other objects. As far as smart objects are concerned, we have to consider the kind of required
input, the type of output, how they communicate with the user, how they communicate with
other objects / environment, where they have intelligence, etc.</p>
      <p>In the following Figure (see Fig. 2), we present the model adapted to EUD context, describing
each "connected" object of the environment. With respect to the original model, we transformed
the semantic level in the list of ontologies that can be used to represent the layer. Moreover, for
each "connected" object of the environment, we focus on what is important under a interaction and
recommendation perspective namely the following layers: Input layer, Output layer, Interaction layer
- user to object, Interaction layer - object to object, Representation layer, Reasoning layer.</p>
      <p>The reader should notice that, in Figure 2, we report, as running example, a smart chair in a smart
house used by an elderly user and programmable by her son, which could hypothetically decide the
tasks and the interaction model with the user and other objects in the house, etc.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion and Future Work</title>
      <p>In the context of the Empathy project we are carrying on a classification of smart objects in use,
according to the above actors and layers, in order to evaluate the completeness of our model. We
will revise and update the model accordingly with the aim of defining the conceptual model for the
end-user recommendation system in the project’s smart environments.</p>
      <p>Figure 2: Example of the ARSPO’s layers adapted to EUD.</p>
    </sec>
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