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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Conceptual Modeling of Multisensory Smart Spaces</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mattia Gianotti</string-name>
          <email>mattia.gianotti@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fabiano Riccardi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giulia Cosentino</string-name>
          <email>giulia.cosentino@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Franca Garzotto</string-name>
          <email>franca.garzotto@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maristella Matera</string-name>
          <email>maristella.matera@polimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Politecnico di Milano</institution>
          ,
          <addr-line>Milan</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The Internet of Things (IoT) enables the creation of Interactive Smart Spaces (ISSs) where diferent types of digital devices are integrated in the ambient or embedded in physical objects, and can sense human actions to control equipment, modify environmental parameters, or create multi-sensory efects. These IoT-enhanced interactive systems can support human activities in diferent contexts, e.g., education, entertainment, home assistance, rehabilitation, to name a few. We argue that a human-centered perspective in the design of ISSs is needed to take into account some salient characteristics of these systems. New conceptual modeling issues also need to be investigated to go beyond representing hardware, software, and connectivity features of IoT devices and to capture the user interaction.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Interactive Smart Spaces</kwd>
        <kwd>Interactive IoT Smart Objects</kwd>
        <kwd>Interaction modeling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
    </sec>
    <sec id="sec-2">
      <title>2. Related work</title>
      <p>In the last decades researchers have proposed diferent modelling approaches for IoT systems related
to Smart Spaces. Four major topics emerge: privacy and security of data transmission [7, 8, 9],
orchestration of device behaviour [10, 11, 12, 13], data gathering and propagation [14, 15], and design of
single devices and smart objects [16, 11]. The role of the user is neglected or simply considered as a
pure source of data, and existing approaches take into account only marginally (or not at all) the need
of modeling human interaction in Interactive Smart Spaces. We instead argue that a human-centered
perspective is needed to take into account some salient characteristics of these systems. As illustrated
in the following section, new modeling issues also need to be investigated to go beyond representing
hardware, software, and connectivity features of IoT devices and capture the user interaction.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Modeling dimensions</title>
      <p>The main abstractions of our conceptual approach are organized in two main sub-models: the
Structural Model and the Interactive Behaviour Model. The Structural Model supports the representation of
the human and technological “actors”, their interaction capability, i.e., which actions they can
perform and perceive (“sense”) and which perceivable efects they can generate (“actuate”), as well as the
digital contents that are involved in the user experience. The Interactive Behavior Model supports the
representation of the interactive behaviour of all actors and how cross-interactions are orchestrated
for the users to perform tasks and activities at diferent levels of complexity.</p>
      <p>
        These two models derive from the extensive experience gained during the design of the Magic
Room, a sophisticated multi-sensory smart space for children’s play, learning, and rehabilitation that
we developed in the context of a national project and installed at two local schools and two therapeutic
centers in Italy[
        <xref ref-type="bibr" rid="ref3">17, 3, 18, 19</xref>
        ]. In the following we present a limited example of the conceptual model
of the Magic Room, extracted from the specification of one activity - Battleship, which is the classic
battleship board game but enhanced in the smart space - making it more interactive and enormously
engaging.
      </p>
      <sec id="sec-3-1">
        <title>3.1. Structural Model</title>
        <p>The structural model is built around the notions of Actor and Digital Resource. Actors are the
building blocks of any ISS as their properties and their cross interactions enact the interactive experience.
There are two categories of Actors: Technological Actors, characterized by a mix of digital and
physical features, and Human Actors, i.e., the users. The Human Actors in the Magic Room are Child
and Caregiver: the former interact with the smart space and the smart objects, the latter operate
on a tablet application to control the activity execution and flow. The Technological Actors are the
above mentioned devices and a number of Smart Objects: Smart Toys (embedding a variety of motion
and pressure sensors and light or sound actuators), Paper- or plastic-based Identifiable Objects (RFID
tagged items of diferent shapes), and a Smart Sphere that embeds a sensor ( Near Object Detector) able
to generate an object identifier when it detects the proximity of Identifiable Elements - physical items
enriched with RFID tags).</p>
        <p>At a high-level, technological actors are represented in terms of their interactive capability, as
exemplified for the Smart Sphere in the Figure 2. Figure 1 illustrates an excerpt of Structural Model
concerning the representation of the User Action Selection associated with the Child Human Actor.
The action is specified first by describing what can be selected, either visual content or physical content.
Then the diagram reports the basic actions through which Selection is performed, also in relationship
with the Technological Actors enabling such actions.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Interactive Behaviour Model</title>
        <p>The diagrams reported in Figure 3 and 4 represent a portion of the Interactive Behaviour Model for
the activity “Battleship game”. It focuses on the Scene handling a turn of play. The defined flow of
Interaction Tasks includes the selection of a cell in the battleship grid, which generates a feedback to
the user, e.g., partial or full hits, water hits, end of game, and a request for further input. Figure 4
shows the details (i.e., the fragment of the Extended Activity Interaction Model) related to Interaction
Task “getCellCoordinates”, which refers to the selection of a cell in the battleship grid.</p>
        <p>The diagram presents two alternative modalities to accomplish this Interaction Task, each one
envisioning Interactions and Efects . The user can "point on" a virtual content (a cell of the Battle
grid projected on the front screen) or can use the Smart Sphere, placing on top of it two Identifiable
Cards for the cell coordinates, one with a number and one with a letter. Each box associated to an
Interaction shows the Human Actor who executes the action(s) (Initiator) on the upper area of the
box and the Participants, i.e., the Technological Actors involved in the interaction on the bottom area
(Smart Sphere and Identifiable objects). The middle area of the box is devoted to specify the ECA
rules, omitted in the figure for lack of space. Efects are represented by boxes where the top area
is empty, being the stimuli initiated by system events without intentional human intervention. The
enactment of these efects is triggered by a system event related to the status of the task execution.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. From Models to Software Architectures</title>
        <p>A solution that eases the flexible definition of the interactive activities allows the ISS designers to
overcome the barrier of single-purpose implementation and also enables the installation and
execution of multiple activities. The abstractions presented in the previous sections guided the definition
of a multi-layer architecture for the Magic Room characterized by modularity, flexibility, and
extensibility. The Activity specifications in the Interactive Behavioural Model and the Technology Actor
specifications in the Structural Model guides the definition of a JSON-based configuration file that
the Execution Engine interprets as the low level rules governing the interactive capabilities of the
Technological Actors.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion and Future Work</title>
      <p>
        This work has discussed some modeling requirements that characterize of Interactive Smart Spaces
(ISSs), pinpointing the importance of considering the human as the principal actor in this class of
systems, and addressing the interaction capabilities as fundamental for the empowering users in this
spaces and enabling the accomplishment of complex tasks [20]. Our model and our overall approach
can pave the ground towards innovative methods of conceptual design in the IoT arena, and may also
lead to the definition of more modular and standardized technological architectures for future highly
interactive IoT systems. An interaction-centered modeling approach is also the first step towards
the definition of novel solutions to support the appropriation process of interactive IoT technology
for end users, and adequate abstractions like the ones presented in this paper can provide a base of
concepts upon which to create the building blocks for End-User Development methods and tools [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
This issue is particularly important in contexts - like education and rehabilitation - where Interactive
Smart Spaces could have a significant potential but there is a strong need of personalization of the
experiences in these environments. This view raises new research challenges, addressing the way
the interaction capabilities of ISS should be modelled through metaphors and design patterns that
make sense to the users and would enable them to customize or even create from scratch their own
interactive smart experiences.
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