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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>museums with calm interactions</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stéphanie Rey</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anke M. Brock</string-name>
          <email>anke.brock@enac.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christophe Bortolaso</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mustapha Derras</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nadine Couture</string-name>
          <email>n.couture@estia.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Berger-Levrault</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Toulouse</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>France</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ENAC, University Toulouse</institution>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Univ. Bordeaux, ESTIA Institute of Technology</institution>
          ,
          <addr-line>LaBRI, UMR 5800, Bidart</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We present two design solutions and an experimental platform that highlight the benefits of tangible interfaces in guiding visitors in museums while ensuring a better distribution of their attention between the exhibition and the guidance. We explore the use of the interactionattention continuum of Bakker et al. to design interfaces that allow the visitor to regulate his attention at different times of the visit. The Visiting Stick draws on the walking habits and the Marauder's Brochure extends the use of a recurring museum object, the visit brochure, by augmenting it with a dynamic display and various tactile and kinesthetic modalities. We have thus designed and built a physical experimental platform using several sensory channels: visual, audio and haptic (using heat, vibration and change of shape) to guide visitors. This platform will allow us in future work to compare the different modalities and their combination for guiding in the museum. Tangible Interaction; Calm technology; Interaction-Attention continuum; Museum; Guiding</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction and State of the Art Analysis</title>
      <p>How to guide a visitor or a group of visitors during a visit to a museum without overriding their
sensory experience of the museum and diverting their attention from the exhibits? The challenge is to
complete the physical space of the museum and to superimpose information on the existing without
occulting the artworks or the architecture of the space. Mobile technologies such as smartphone
applications or multimedia guides distract the attention from the environment and cut visitors off from
the content presented [1]. This is in line with Weiser and Brown's reflections on “calm technology” and
the need for ubiquitous computing to blend into everyday life by operating at the periphery of attention
[2]. Calm technology enables a simple shift from central to peripheral attention and vice versa and
enriches the periphery with informative details that lower the user's cognitive load [2]. TUIs are
particularly appropriate for peripheral interactions since tangible elements are usually directly
accessible (unlike a smartphone that needs to be unlocked), require less visual attention, and allow for
consistent interactions along the interaction-attention continuum [3]. We therefore explore the
contributions of tangible interactions for guiding visitors in museums.</p>
      <p>Since the 80s, museums have been offering digital mobile tools to guide visitors and provide them
cultural interpretation content besides traditional guided tours. These tools have evolved from simple
audio content to rich interactive multimedia applications that can provide location-based information.
Visitors can thus be guided in real time according to the narrative flow [4] or use an interactive map to
self-orientate [5]. We have classified the different features of a guiding tool, identified from the related
work, according to the interaction-attention continuum1 [3] depending on the level of attention required
and the precision of the associated interactions (Figure 1). We chose to also include a very general need</p>
      <p>2020 Copyright for this paper by its authors.
1 Bakker and Niemantsverdriet extend the notion of peripheral interaction to take into account the entire interaction-attention continuum from focused to peripheral
to implicit interactions.[3].
to “visit the museum” in the focused interactions, in order to keep in mind that the visiting experience
is paramount. Most of the related works address these needs with focused interactions (e.g. scanning a
QRCode) or implicit interactions (e.g. detection of an iBeacon), but none take full advantage of the
whole continuum to continuously shift between the different tasks involved in the visit of a museum.</p>
      <p>We have also identified a set of constraints and requirements to consider when designing guiding
tools, in addition to visitor attention management. Thus, the visiting device must not hinder the visitor
in his interaction with the museum's devices or be too heavy [6]. Social interaction is also essential in
a museum visit [7], the design of a visitor support system should therefore take into account group
interactions, in order to avoid isolating the visitor [8]. The devices should also allow visitors to separate
and rejoin according to their wishes and the times of the visit [9].</p>
      <p>Existing works show that many approaches have been explored to provide multimedia content that
is best suited to visitors, that does not disrupt the social aspect of the visit and does not compete with
the exhibit. However, this content is generally played specifically for each artwork (on demand or
automatically), without providing visitors with a comprehensive narrative visit itinerary. Works dealing
with this type of guidance indicate that this problem remains open [4], [5].</p>
      <p>In recent years, the widespread adoption of tablets and smartphones has led museums to adopt the
"Bring Your Own Device" policy. However, Petrelli et al. have shown that visitors might prefer a
museum-specific device, a tangible interface designed specifically for the exhibition [10]. Furthermore,
Bakker et al. have shown that TUIs are well suited for continuous shift along the interaction-attention
continuum [3]. We therefore explored tangible design solutions to guide visitors through the museum
based on the requirements and needs listed above. We have studied two metaphors to guide visitors.
The first one explores the walking, while the second one focuses on the museum context and the tour
brochures.
2. Visiting Stick and Marauder’s Brochure</p>
      <p>Visiting stick: When arriving at the museum, the visitor is equipped with a Visiting Stick and
headphones and chooses (explicit interaction) to attach badges corresponding to his visiting preferences
(Figure 2). As he walks through the museum, the stick vibrates to show him the direction to follow, like
a divining rod. Depending on the way he holds the stick, it is active (vertical, end in the hand) or in
pause (horizontal, held by the middle). Changing between modes is thus done through a peripheral
interaction that does not capture the visitor's attention. When approaching a point of interest, multimedia
content customized according to the badges on his stick is automatically triggered (implicit interaction).
The visitor can add badges on his stick at each kiosk to deepen a subject or choose another theme. This
first design solution harnesses interactions known to all walkers with an object that enables the whole
interaction-attention continuum to be explored. The stick only requires one hand and hence is not
cumbersome. It can reduce visitor fatigue by allowing them to lean on it and can be shared easily among
the group. However, the social aspect is not further addressed since the solution was designed for a
single visitor.</p>
      <p>The Marauder’s Brochure: For this second design, we were inspired by an already existing object
to guide visitors: the brochure distributed at the reception desk. It allows visitors to understand the
museum's organization, to find objects of interest and has several advantages: it is compact, several
people can look at it together and it folds up to be stored in a pocket. In order to extend the functionality
of this object to meet the needs, we were inspired by a popular culture artifact that “magically enhances”
a paper map: the Harry Potter’s “Marauder's Map” ™. When visitors arrive at the museum, they pick
up paired Marauder Brochures that contain the visit. The Brochure provides an overview of the itinerary
(explicit interaction). Visitors can then follow the visit by consulting the map dynamically updated with
their position. Each user can fold the Brochure to hold it in his hand, which then bends in the direction
to follow. He can also place it in his pocket, which pauses the guidance. Switching between these
different modes – precise center-of-attention guidance, imprecise peripheral guidance, and pausing
without attention – is achieved through simple peripheral interactions consistent with the metaphor of
a paper sheet. When arriving in front of a point of interest, the audio content is automatically triggered
(implicit interaction) and the visitor can bookmark the artwork by cornering the Brochure (explicit
interaction). If the group splits up, each visitor can see where the others are on the unfolded Brochure
(explicit interaction) to decide whether to join them or take their time.</p>
      <p>From a technological point of view, this prototype is inspired by work on flexible, deformable and
foldable electronic ink screens [11] and shape-changing surfaces [12]. We have built an experimental
platform that uses as output the visual channel (precisely via a screen and more loosely with light
signals) the haptic channel with vibrations, movements and temperature changes, and the auditory
channel with sound signals. In input it detects the surface deformation, as well as the movements and
changes of orientation of the user. For cost reasons and simplicity of integration, this first version was
made from a touch tablet incorporated in a 3D printed box, where only a part is flexible and mobile
(Figure 3).</p>
    </sec>
    <sec id="sec-2">
      <title>3. Prospect</title>
      <p>One future step is the analysis of the visitors’ activity and needs in a museum in order to better
support the design choices. In parallel, we plan to consolidate the experimental platform and to
experiment between the different modes of interaction envisioned. This first prototype will thus allow
us to compare different guiding modes: by temperature (“hot/cold” game), vibration (patterns or
localization), interface deformation, light, screen and sound (the two latter being rather control
conditions, the visual and auditory channel are already used for the museum visit, interpretation
contents and social interactions). Thermal feedback has been little studied so far in HCI compared to
tactile feedback [13]. Shape-shifting interfaces have also been little explored for guiding [14]. These
first tracks seem encouraging for experimenting with guiding visitors in museums using less explored
sensory modalities such as heat or shape changing interface.</p>
    </sec>
    <sec id="sec-3">
      <title>4. Acknowledgements</title>
      <p>This work was initiated during a workshop on the Internet Of Tangible Thing at TEI'18 [15] in team
with Mikko Kytö et Tanja Döring. The platform was built during a project with ESTIA Institute of
Technology students Raphaël Ollando, Thibault Martin and Cédric Barbin.
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    </sec>
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