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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Usability and engagement of a digital and multisensorial tool for immersive storytelling: a pilot study *</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Di Fu</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Istituto di Scienze e Tecnologie della Cognizione - Italian National Council of Research (ISTC-CNR)</institution>
          ,
          <addr-line>Rome, 00185</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Natural and Artificial Cognition Laboratory, Department of Humanistic Studies, University of Naples Federico II</institution>
          ,
          <addr-line>Naples, 80138</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Roma Tre University</institution>
          ,
          <addr-line>00154, Rome</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Storytelling is a crucial practice to help children to develop linguistic, cognitive, emotional and social skills. New methodologies for interactive storytelling, as Tangible User Interface (TUI), have promoted innovative, educative and cognitive interventions to listen and stimulate narratives. The aim of the study is to analyze and evaluate the usability and the engagement with respect to a TUI-based interactive storytelling for preschool and school aged children. 11 typically developing children aged between 5 and 9 years old participated in the study. The procedure involved a TUI pre-training phase and the storytelling phase, in which participants listened to and interacted with a TUI-augmented story. Data, such as participants' behavior, satisfaction, engagement and TUI's usability, were collected through observations and specific questionnaires adapted to the participants. Results of the pilot study showed a good level of usability and overall engagement, with differences that vary according to age. Many of the participants considered the activity as challenging. We also highlight issues and technical notes that we need to address for future studies. Innovative interactive systems allow children to use physical objects immersed in the environment, interacting together with the digital world, supporting their physical and cognitive development. Future studies' directions are discussed.</p>
      </abstract>
      <kwd-group>
        <kwd>TUI</kwd>
        <kwd>Storytelling</kwd>
        <kwd>Usability</kwd>
        <kwd>Engagement</kwd>
        <kwd>Multisensory approach</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Storytelling is the art of telling stories and composing narratives, a means to report
real or fictitious events through words, images, sounds. Since ancient times narrating
and building stories was a common practice, through which create shared identities,
positive values and an active and participatory spirit [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The act of narrating, in
story*
      </p>
      <p>Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons
License Attribution 4.0 International (CC BY 4.0).
telling, is found in human experience and can be represented in various forms
(individual or collective) that connect thought and culture.</p>
      <p>
        Storytelling practice enhances children development: first, it can sustain language
development. Several studies have shown how repeated exposure to stories listening
contributes to the development and enhancement of some key skills in language
acquisition such as lexical, phonetic, morphological, syntactic, as well as pragmatic
skills [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Storytelling exposure can enhance the representation of the structure
of events and of the memory processes, the organization and planning of narrative
discourse [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], but also listening skills, attention and memory [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], social skills [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],
fantasy and creativity [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>For young children, both typically and atypically developing ones, there has
always been and there will be a need to target explicitly narrative skills that will prepare
them for academic outcomes, emotional expression, social interaction. Narrative
comprehension and narrative production, which includes retells, generating personal
or fantasy stories, can help establish an adequate language foundation and serve to
support the acquisition of other important skills for life.
1.1</p>
    </sec>
    <sec id="sec-2">
      <title>Innovative tools for storytelling</title>
      <p>
        Technologies are becoming more and more present in our lives and this stimulates
reflections and questions regarding the potential impact that they can have on
children's minds today. New methodologies and tools for storytelling have promoted
innovative educative and cognitive interventions that exploit new technologies to
stimulate narrative production [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Studies, see [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], found that traditional storybook
reading intervention has a positive effect compared to screen-based intervention on
improved vocabulary and decreased functional connectivity, so the hyperconnectivity
during screen-based stories listening is associated with lower narrative
comprehension. A review [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] highlights how technology provides a small but significant
enhancement to story comprehension and expressive word learning for young children,
however interactive elements were especially distracting for these children.
      </p>
      <p>
        In the field of new technologies, hybrid and innovative tools have been created,
namely Tangible User Interfaces (TUIs): TUIs allow users to interact with the digital
world through the manipulation of objects belonging to the physical world, and
therefore tangible [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Objects are augmented and made "intelligent" through the
exploitation of Internet of Things technologies [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] such as touchscreens, networks and
sensors wireless, sensors, actuators and RFID or NFC systems. The interaction with these
tangible interfaces by the user causes consequences in the virtual world.
      </p>
      <p>
        Since multisensorial learning extends the richness of an interaction by engaging the
haptic, sound and visual senses, a TUI for multisensorial learning can generate haptic
sensation, due to its connection to a meaningful object, and can also enhance media
content. TUI’s approach is part of the Embodied and Situated Cognition Theory
(ESCT) framework [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and has its roots in the classical psycho-pedagogical theories
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], which highlight the benefits of using and manipulating both concrete and
abstract objects. When a technology is developed for the enhancement of all the
senses, such as auditory, visual, tactile, olfactory, it stimulates our neuro-cognitive
structures delegated to the perception and elaboration of those stimuli.
      </p>
      <p>
        A solution to a digital only intervention could be that of exploiting the potential of
Tangible User Interfaces mixed with multisensorial storytelling. Multisensory training
can recreate natural settings and are more effective for learning; moreover,
multisensory and multimodal stimulation could better enhance the acquisition of information
then unisensory stimulation alone [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        Tangible User Interfaces prototypes and environments for augmented storytelling
are numerous in the literature [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], showing the potential of these tools for
fostering developmentally advanced storytelling in children. However, few TUIs
applications aimed at storytelling practice exploit multisensory augmented objects, the
number radically decreases for the involvement of the sense of smell and taste. If TUIs
can be an excellent learning tool in typically developing children, they could be
considerably effective for children with disabilities, such as blind or visually impaired
children, as TUIs allow learning through direct experience, manipulation and
multisensory approach that includes residual senses for those users [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        Accordingly, we developed a prototype of TUI technology aimed at learning and
enhancement of storytelling through multisensorial manipulation, based on previous
experiences [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. A Tangible User Interface for the educational and psychological
intervention experience needs to be appropriately designed for young children’s
developing physical and cognitive skills [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. To benefit from embodied
storytelling through a TUI methodology, first children need to engage with the technology
itself. Young children’s physical and cognitive development constantly evolve and,
consequently, the ability to use technology also evolve.
      </p>
      <p>Therefore, the objective of this pilot study is to analyze and evaluate the usability
of our methodology based on TUIs for preschool and school aged children, as well as
the satisfaction and engagement with respect to the proposed activity.
2
2.1</p>
      <sec id="sec-2-1">
        <title>Materials and methods</title>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>The tool development</title>
      <p>
        Our tool for immersive storytelling is composed of software and some hardware
components. The software used to create the story is STELT platform [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] that combines
the management of hardware components (as sensors and antennas) and software
components (programming and developing environments, programs and activities for
users, database for tracking user behavior and an adapting tutoring system). STELT
implements augmented reality systems based on RFID (Radio-Frequency
Identification) and NFC (Near Field Communication) technology. The RFID/NFC tags are thin
and can be applied to any type of object and are detected by small readers. Our reader,
the MagicBoard [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], is a board that can be connected to a computer with either a
wired or wireless connection. This recognizes tangible objects equipped with
RFID/NFC tags, allowing users to drive the exercise/scenario, based on the requests
shown in the screen and with an aural output. STELT combines communication
protocols with the various hardware devices (readers and output devices). Then the
device provides feedback based on the user activity with objects.
2.2
      </p>
    </sec>
    <sec id="sec-4">
      <title>Participants and procedure</title>
      <p>To carry out the pilot study we recruited 11 typically developing children (2 boys and
9 girls) aged between 5 and 9 years old. 6 children were based in Rome (Italy) and 5
children were based in the province of Naples (Italy). Every child was right-handed.
No participant used a Tangible User Interface before the pilot study. Prior to the
study, informed consent was obtained from all parents of the children involved.</p>
      <p>One of our first objectives was to create a methodology and a technology that was
flexible and adaptable to the most age-related educational and psychological
necessity. We focused on the story listening and telling practice for preschool and school
aged children. The age when children start school is a delicate phase of cognitive,
emotional and social development and, on one hand, appropriate tools can enhance
the acquisition of cognitive skills like comprehension, reading and storytelling, on the
other hand they can be motivating since the innovative nature of new technology.</p>
      <p>The Storytelling Kit (see Fig. 1) was composed of: a bracelet, a fairy doll, four
lizards (all covered with different skins: normal lizard, feather, synthetic grass and
wool), three jars with smells (apple, soap, burnt), two candy containers (one with
cherry and one with strawberry candies). The Magic Board and the laptop used
previously were always placed on the table; the software was developed with the STELT
platform.
Due to the current Covid-19 security measures, each child participated in the study in
their own houses, ensuring parents that any object used for the study had been cleaned
and sterilized before each administration. Before each study session, parents were
asked to fill in a questionnaire regarding general information of the child and previous
experience with TUIs. Particularly we asked whether the children made use of
technological tools and how long per day.</p>
      <p>
        Each session took place in a silent room in the participants' house. In the room
there were the child and two researchers who were the experimenters, one observer
and one who interacted with and tutored each child if needed. At the beginning of the
session, participants carried out a pre-training phase on the use of TUI. This was
made to ensure that all children were able to interact with the technology in the right
way, therefore, to make them understand how it worked. Particularly, children were
asked to try a game of the “Block Magic” software [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], in which the goal is to find
the right shape among all the physical logical blocks presented; the user places
various shapes on the board until he finds the right one, guided by the software feedback.
      </p>
      <p>Children were seated in front of a table where only the Block Magic kit, a laptop
and the MagicBoard were placed. They were first introduced to the technology, then
let observe the material and freely interact, and finally told that they were going to
play a game that would have helped them understand the TUI functioning.</p>
      <p>After a while from the pre-training phase, which lasted approximately 5 minutes,
the Block Magic kit was replaced with the Storytelling Kit. The story was created
specifically for the study. The tale title is “Smilzon and the Sugar Fairy”. As in the
pre-training phase children were let observe the material and told that they were going
to listen to a story and that throughout the story they would also be asked to use the
objects placed in front of them. Each child wore the bracelet on the right hand as the
application started only when children placed the bracelet on the board. The structure
of the story included 10 different scenes and for each scene the story reproduced an
image of a background, an audio and a request (i.e. “Find Smilzon and put it on the
Magic Board”). To go forward in the tale children had to explore the objects
available, the various textures, the various smells and flavors made available in the
playground and position the key object on the board to unlock the scenes. The story was
therefore lived, in line with the hybrid approach, both digitally (through audio and
video stimuli reproduced from the PC) and through exploration and manipulation with
touch, smell and taste with the physical learning environment. The requests made by
the story were aimed at enriching the understanding of the single scene of the story
told by the audio-video. At the end of the session children were asked to answer
simple questions about usability and engagement (for details see section below).
2.3</p>
    </sec>
    <sec id="sec-5">
      <title>Usability and engagement measures</title>
      <p>The parameters evaluated in our pilot study were the following: participants’
behaviors, interactions and facial expressions; satisfaction; usability of the TUI and
engagement. We also decided to ask 4 questions related to the story.</p>
      <p>For recording most of all participants’ behaviors and facial expressions during
children's interaction with the story enhanced by the TUI, the observer experimenter
took notes on an observation checklist created for the present pilot study. The
experimenter observed whether the child took items and placed them on the board when
required, whether the child looked at the objects before placing them and kept the
attention focused on the activity. Moreover, those behaviors were observed: if the
child stopped the activity without notifying or asked for a break, unsolicited actions,
facial expressions, mistakes during the interaction with the story, whether the story
was completed and finally the setting elements where the pilot test was conducted.
Everything expressed verbally by the participants was recorded and transcribed.</p>
      <p>
        We decided to add simplified questionnaires to be administered to the children
once the activity ended for bringing out any additional considerations from children.
As one aim of the study was to measure the overall pleasantness of the activity and
use of the TUI, participants were also asked to answer to a questionnaire adapted to
their age [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] both with visual and literacy stimuli, with the help of the experimenter,
who also read the questions. The questions asked to measure acceptance of the
activity were: “How much fun did you have?” which answers were recorded on a 5 item
Likert Scale from “little” to “highly”, and “What did you like most?” which answers
were “Listen to the story”,” Touch the objects” and “Smell and taste”.
      </p>
      <p>
        Usability is the main criterion to evaluate the degree to which interactive systems
the technology meets the needs of the target for which it was designed [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. To
measure the usability of the Storytelling TUI, children were asked to answer a question,
"What was it like listening to the story and choosing together the objects?" and
choosing between 3 different answers: “easy”, “so and so”, “difficult”.
      </p>
      <p>
        Read and colleagues [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] observed children’s facial expressions to identify signs of
engagement and fun with respect to a novel interface, and linked engagement with the
“endurability” of the experience. Endurability is the likelihood of remembering
enjoyable situations and intending to perform them again. Therefore, the question
“Would you like to do this again?” was asked to children to measure their interest in
repeating the activity. Children were asked to motivate their answers.
Finally, to briefly evaluate participants' understanding of the story, some story-related
questions were asked to children. Therefore, we divided the questions in two
categories: context questions and action questions. The first ones refer to events that happen
during the story (such as ”what does Smilzon ask the fairy?”) to evaluate the attention
to the story itself, excluding the direct intervention of the user; the second ones refer
to tasks that the user has to achieve to interact with the story, for example choose
from smell jars (such as “what odor can you smell near the fairy house?”). The
possible answers are three and are divided in: the right one and two distractors.
3
      </p>
      <sec id="sec-5-1">
        <title>Results</title>
        <p>The qualitative analysis was based on the analysis of questionnaires, observational
notes and digitized audio recordings of the sessions.
3.1</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Questionnaires</title>
      <p>Overall, all the children enjoyed the activity, and almost all, 10 out of 11, responded
"very" or "very much". Only a 5-year-old boy replied that he did not find it pleasant,
during the activity he was restless and not very attentive to requests. After the
question "what did you like most?", more than a half of the children, 7 out of 11, replied
"smelling and tasting" showing great enthusiasm, half of the rest chose "listen to the
story" and the other half "touch the objects". Positive responses also emerged
regarding the use of objects to unlock the story; all the children responded from "enough" to
"very much". All the children considered the activity easy and almost all expressed
their willingness to repeat it again, except for 2 children, a male of 5 who had
previously expressed that he did not like the activity, and a girl who claimed not to want to
repeat it at that moment because she would have preferred to repeat the training
activity with the logic blocks.</p>
      <p>With respect to the questions related to story comprehension (see Fig. 2), almost all
children, 9 out of 11, correctly answered the context questions, that is, those
concerning the plot of the story; only the youngest girl incorrectly answered both the
questions. Instead, some children, 5 out of 11, gave the wrong answer to the action
questions, especially 4 of them incorrectly answered the one concerning the requested
smell, confusing it with the taste tasted during the story.</p>
      <p>Fig. 2. Users answers for the story comprehension. In the upper figures correct/incorrect
answers for the two context questions; in the lower figures the two action questions.
3.2</p>
    </sec>
    <sec id="sec-7">
      <title>Observation analysis and additional notes</title>
      <p>The qualitative observations reported by the researchers highlight that all the children
completed the storytelling activity without stopping it, nobody asked for a break or
interrupted the activity without warning. Most of the children kept their attention
focused on the activity and managed to shift the attention between the digital story
and the observation and exploration of objects. Some children, precisely younger
children (5 years) paid more attention to objects than to the story itself, because they
were very active in observing and manipulating the tangible characters; sometimes
they lost focus on the progress of the story and made some mistakes in choosing the
objects to be placed. 4 children tended to place the objects on the board before the
instruction, as they wanted to demonstrate that they already knew the answer; this led
them to make some mistakes.</p>
      <p>Regarding emotional expression, the children all showed expressions of fun and
pleasure, some showed calm and focused expressions. Only the child who stated he
did not like the activity showed expressions and vocalizations of frustration since he
made numerous errors in choosing the objects, probably due to his little attention to
the story. The expressions of surprise were expressed when children saw tangible
objects for the first time, especially the characters with different textures.</p>
      <p>Some useful technical notes on usability have been highlighted and they will guide
the development of an improved version of the tool. Among these, the bracelet annoys
almost all children, therefore, should be avoided. There is a need to introduce a longer
pause or stronger feedback when the correct object is placed, as children often did not
immediately understand that it was the correct choice. Furthermore, since the digital
graphic part only included a change of backgrounds, the children expected to see
something more happening on the screen when they placed a correct object. It was
therefore thought to also add the digital version of the characters in the background.</p>
      <p>Finally, the “Block Magic” training activity was challenging and extremely
engaging, so children were attracted to the game; someone also asked to repeat the activity.
Therefore, participants could have perceived the storytelling activity less challenging
than the first one. This could also have reinforced their tendency to position objects
before the instruction, to show they already knew the answer.
4</p>
      <sec id="sec-7-1">
        <title>Discussions and conclusions</title>
        <p>
          Storytelling is a valid learning and capacity-building tool and can enhance
communication and language, social intelligence and emotional expression. The present study
was aimed at evaluating usability and engagement of a digital and multisensorial tool
for immersive storytelling. Results of the pilot test showed a good level of usability
and overall engagement, with differences that vary according to age. However, few
males were included in the pilot study, due to limitations in the recruitment process.
Differently from adults, young children interaction with technology may influence
their development, especially in a period of rapid growth in cognitive abilities. New
technological tools such as tablets and smartphones have opened an attractive and
stimulating world which, however, could lead to a shutdown in the digital system and
affect the development of thinking and cognitive processes. Innovative interactive
systems allow children to look up from the screens towards the physical objects of our
world (tactile, smells, flavors) and to enhance the ability to reflect on the real
environment by interacting with it together with the digital world, supporting their
physical and cognitive development [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ].
        </p>
        <p>Following this path, one future direction of our research is to evaluate how a TUI
that provides narrative stimuli could be effective for children’s narrative
comprehension and consequently story-retell quality, comparing the impact of different
narrative-stimuli presentation methods. Another hypothesis is that the effect could vary
between specific ages, particularly preschool age and school age. Any observed
effects on comprehension and retell will be studied and analyzed in relation to abilities
that could influence them, such as attention, memory, inference making skills.</p>
        <p>
          The essential TUI’s features make it suitable for people with visual disabilities,
especially for the multisensory nature of the objects and the possibility of exploiting
different sensory channels, so that residual senses and skills are sustained and
compensated. Tangible technologies have been developed for children with visual
impairments, but there are still very few, especially those for storytelling [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ] [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ],
and nobody has systematically studied the effects that a practice with TUI can have
on enhancing storytelling. Thus, another important goal will be to evaluate the effects
of our TUI technology in storytelling interventions for children with visual
disabilities, as interventions to strengthen autonomy with everyday life stories but also to
allow them to tell augmented personal stories.
        </p>
      </sec>
    </sec>
  </body>
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