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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Quiz Generation on the Electronic Guide Application for Improving Learning Experience in the Museum</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Masaki Ueta</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tomoya Hashiguchi</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Huu-Long Pham</string-name>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yoshiyuki Shoji</string-name>
          <email>shoji@it.aoyama.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Noriko Kando</string-name>
          <email>kando@nii.ac.jp</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yusuke Yamamoto</string-name>
          <email>yamamoto@inf.shizuoka.ac.jp</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Takehiro Yamamoto</string-name>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hiroaki Ohshima</string-name>
          <email>ohshima@ai.u-hyogo.ac.jp</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Aoyama Gakuin University</institution>
          ,
          <addr-line>5-10-1 Fuchinobe, Chuo-ku, Sagamihara, Kanagawa 252-5258</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>National Institute of Informatics</institution>
          ,
          <addr-line>2-1-2 Hitotsubashi, Chiyoda-ku, Tokyo 101-8430</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Shizuoka University</institution>
          ,
          <addr-line>3-5-1 Johoku, Naka-ku, Hamamatsu, Shizuoka 432-8011</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>The Graduate University for Advanced Studies</institution>
          ,
          <addr-line>2-1-2 Hitotsubashi, Chiyoda-ku, Tokyo 101-8430</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>University of Hyogo</institution>
          ,
          <addr-line>7-1-28 Minatojima-minamimachi, Chuo-ku, Kobe, Hyogo 650-0047</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>University of Hyogo</institution>
          ,
          <addr-line>8-2-1 Gakuennishi-machi, Nishi-ku, Kobe, Hyogo 651-2197</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <fpage>96</fpage>
      <lpage>104</lpage>
      <abstract>
        <p>We propose a method to generate quizzes on a museum electronic guide application. While a museum is considered to be a place for learning, it would be hard for a visitor to actively appreciate the exhibits in the museum, especially when they have little knowledge about the exhibits. In this study, we develop a method that automatically generates quizzes about the exhibits on an electronic guide application. The proposed method utilizes a BERT model that is trained with the additional corpus constructed from the descriptions of the exhibits and automatically generates a quiz about exhibit. By solving quizzes about the exhibits during the museum visit, we expect that a visitor's museum experience would be more active, and they would understand the exhibits more deeply. We implement the proposed method on the electronic guide application that is designed for the National Museum of Ethnology, Japan (a.k.a. Minpaku).</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Museum visit</kwd>
        <kwd>Quiz generation</kwd>
        <kwd>Personalization</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>There are many museums around the world. A museum is a place to learn about culture and
history through exhibits. However, do museum visitors learn anything while they visit? If so,
do museum visitors remember what they learned in the museums?</p>
      <p>Many people who visit the museum simply vaguely look at the exhibits, or lose their direction
due to a large number of exhibits and the amount of information related to them. Such a visit
will not be remembered and will not be established as knowledge. Therefore, in this study,
we used quizzes about exhibits to enhance the learning experiences of museum visitors. By
solving quizzes about the exhibits during the museum visit, a visitor can think more actively
and understand the exhibits more deeply.</p>
      <p>Let us think of an example. Now, a museum visitor is looking at gongs used in Cambodian
rituals. The visitor uses the electronic guide application to take a quiz about the gongs. The
visitor needs to actively refer to the actual exhibits and their descriptions to look for hints of
the quiz’s answer. By taking quiz on Cambodian gongs, the visitor may also develop an interest
in the “rituals” and the “musical instruments”. This will lead to the appreciation of similar
exhibits, such as the vertical flute used in Bulgarian rituals. Therefore, the visitor may also try
to answer a quiz on the Bulgarian vertical flute. Based on the knowledge gained during the
visit, the visitor can compare the exhibits and discover similarities between them, which can
lead to a deeper understanding of the exhibits. This way of viewing the exhibits is considered
to be a great learning experience for the visitor.</p>
      <p>In this study, we focus on the National Museum of Ethnology, Japan (a.k.a. Minpaku). We
implement the proposed method on the Minpaku’s existing electronic guide application, which
we have developed before. A visitor can use the Minpaku’s electronic guide application and
enjoy quizzes during the visit. An example quiz is shown in Figure 1.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        In recent years, research on the use of digital device in museums is conducted. Klopfer et al.
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] conducted a riddle solving game using digital device for museum education. The purpose of
this study is to encourage visitors to refer to the exhibits and communication among visitors.
As a result, visitors were actively looking for and referring to the exhibits that provided the
answers. It was also suggested that the problem of visitors focusing only on digital devices
could be solved by incorporating a riddle solving game. Robert et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] showed that by using
quizzes in museums, visitors actively referred to both the exhibit descriptions and the electronic
guides.
      </p>
      <p>
        In a museum visit, it is important to provide contents according to the visitor’s interests.
There have been studies on personalization of museum contents. Wang et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] thought
that the information should be based on the visitor’s own interests and context. Based on
this idea, they developed a personalized museum visit program using the visitor’s interest and
context information. Dijk et al. [5] used game-style questions about the topic of the exhibit at
the beginning of the museum visit. Using the answers to the questions, they showed visitors
a personalized visit route. Kuflik et al. [ 6] obtained information about visitors’ needs and
interests. Using this information, they developed a graph-based recommendation system that
recommends relevant information from the museum’s own information.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Quiz generation method</title>
      <p>This section describes the quiz generation method. First, we describe problem definition in 3.1
and the data was used in this study in 3.2. Approach to quiz generation and details of the system
are described in 3.3 and 3.4, respectively.</p>
      <sec id="sec-3-1">
        <title>3.1. Problem Definition</title>
        <p>In this study, we develop a system for generating quizzes. A quiz to be generated is a
threechoice question. There quiz question is a sentence which is missing a word. The goal is to guess
the correct word from three choices.</p>
        <p>First, we explain the problem definition for the quiz generation system. The input and the
output of the quiz generation system is as follows.</p>
        <sec id="sec-3-1-1">
          <title>Input A sentence.</title>
          <p>Output The given sentence which has one word removed and three choices to be filled in the
removed part. One word is the correct choice (the removed word itself). The rest two
words are the incorrect choices.</p>
          <p>We will give a concrete example using an actual exhibit in the Minpaku. Suppose that a
visitor is looking at a drum made by carving wood, which is used in the rituals of a country in
the Oceania region (Figure 2). From the description of the exhibit, it contains the information
“Used to send signal, such as during rituals”. This description has the information “ritual”. The
generated quiz question and choices are as follows:
• Used to send [ ? ], such as during rituals</p>
        </sec>
        <sec id="sec-3-1-2">
          <title>1. signal 2. message 3. letter</title>
        </sec>
        <sec id="sec-3-1-3">
          <title>Of the choices, “signal” is the correct choice.</title>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Database of the National Museum of Ethnology</title>
        <p>In this study, we use descriptions of the exhibits to generate quizzes. Descriptions are extracted
from the database provided by the Minpaku, which contains detailed information and images
about the exhibits in the Minpaku. The database contains 72,428 items of data. Table 1 shows
an example of data in the Minpaku’s database. The descriptions about an exhibit contains the
following information:
• Usage,
• Fabrication method and materials,
• Transition and distribution,
• Other information.</p>
        <sec id="sec-3-2-1">
          <title>We use the above information for quiz generation.</title>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Approach to Quiz Generation</title>
        <p>In this study, we use a language model called BERT [7] to generate quizzes. Typically, a language
model is used to predict the next word in a sentence using only previous words. BERT is able to
predict a word in the middle of a sentence given words from both sides. For example, given the
sentence “The [ ? ] of Japan is Tokyo”, BERT can fill the word “capital” into the blank position,
using information of the rest words. Output of BERT is not only the best word, but also other
candidates and their probabilities. We use the same approach to generate incorrect choices by
using predictions of BERT on a quiz question that has a blank part.</p>
        <p>We use the pre-trained BERT model for Japanese published by Inui and Suzuki Laboratory at
Tohoku University. The model was pre-trained with data from Japanese Wikipedia.</p>
        <p>In this study, we perform additional training on the above pre-trained BERT model using the
descriptions of the exhibits from the database provided by Minpaku.</p>
        <p>In addition, we also use Japanese WordNet [8] for quiz choices generation. WordNet is a
thesaurus database systematized by hypernym or hyponym. We use WordNet as a filter to
remove inappropriate candidate words outputted by BERT.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Quiz Generation System</title>
        <p>This section describes the quiz generation system. The quiz generation system consists of
the two steps: quiz question generation and incorrect choices selection The process of the quiz
generation system is described below with an example using the exhibit shown in Figure 2.
3.4.1. Quiz question generation
The first step is to generate the quiz question. Quiz question is generated from the description
of a exhibit by replacing one word from it with the notation “[ ? ]”. The word to be replaced is a
noun, since nouns usually provide important information of a sentence. To select the replaced
word, we firstly use the morphological analysis software MeCab [ 9] to split the description into
parts of speech, get all the nouns and randomly select one word. Some nouns such as pronouns
are set as stop words since the may not directly represent the content, and will not be selected.
The quiz question is then generated by replacing the selected word in the description with the
notation “[ ? ]”. The “[ ? ]” in the description indicates that the part is a blank. For example,
consider the case where the description is “Used to send signal, such as during rituals”. The
nouns in the description are: signal and ritual. We randomly select one word from these two. If
“signal” is selected, the quiz question will be as follows:</p>
        <sec id="sec-3-4-1">
          <title>Quiz question: Used to send [ ? ], such as during rituals.</title>
          <p>The selected word, which is signal in this case, is the correct choice among the quiz choices.
3.4.2. Incorrect choices selection
The second step is to select quiz’s incorrect choices. This step generates incorrect choices that
properly fit into the blank in a quiz question. The BERT language model is used in this step. In
this study, we use a BERT model which has been pre-trained using from Japanese Wikipedia.
We also implemented additional training on the pre-trained model using descriptions of exhibits
from Minpaku’s database.</p>
          <p>Since BERT is able to give predictions of a blank part in a sentence using the rest words, we
used BERT to output candidates for incorrect choices. Given a quiz question generated from the
previous step which has a word replace by the notation “[ ?]”, we use BERT to output candidates
to be filled in the “[ ? ]” and use them as incorrect choices of the quiz. In the phenomenon that
some of the candidates are hypernyms or hyponyms of the correct choice, the quiz becomes
inappropriate. To solve this problem, we use Japanese WordNet to find out hypernyms and
hyponyms of the correct choice from candidates outputted by BERT. The incorrect choices of a
quiz are selected so that there are no hypernyms and hyponyms of the correct choice.</p>
          <p>We explain details of the process in this step using an example. Consider that quiz question
and correct choice generated from the first step is as follows:</p>
        </sec>
        <sec id="sec-3-4-2">
          <title>Quiz question: Used to send [ ? ], such as during rituals.</title>
          <p>Correct choice: signal.</p>
          <p>We use BERT to predict the “[ ? ]” part of the quiz question. The output candidates are:</p>
        </sec>
        <sec id="sec-3-4-3">
          <title>Candidates: gift, food, sign, sentence, letter, thing, article, cue</title>
          <p>Since the correct choice is signal, we use WordNet to find out hypernyms and hyponyms of
signal from the above candidates, which are: sign and cue, and remove them from the list of
candidates. After that, we randomly select two words from the remaining candidates and use
them as quiz’s incorrect choices, which can be:
First incorrect choice: message
Second incorrect choice: letter</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. User experiment and discussion</title>
      <p>This section describes the user experiment conducted in this research and its results.</p>
      <sec id="sec-4-1">
        <title>4.1. Experimental Setup</title>
        <p>A user experiment has been conducted to evaluate the proposed quiz generation system. We
prepared two group of subjects where the first group consists of seven university students
and the second group consists of four university students. Subjects from both groups use the
Minpaku’s electronic guide application during an actual two-hour visit to Minpaku. Each group
took the visit with the following conditions:</p>
        <sec id="sec-4-1-1">
          <title>Group 1: Use the electronic guide application without quiz system.</title>
        </sec>
        <sec id="sec-4-1-2">
          <title>Group 2: Use the electronic guide application with quiz system.</title>
          <p>After the visit, subjects from both groups were asked whether the experience of a visit to
museum was improved or not using the electronic guide application. In this study, we used a
questionnaire with 13 questions, where answers for each question is rated on a 5-point Likert
scale where 1=not at all and 5=totally agree.</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Experimental Results and Discussion</title>
        <p>In particular, for the seventh question, which is “Could you understand the information about
the exhibits?", the average answer was 2.71 for a visit without the quizzes compared to a value
of 4.00 for a visit with the quizzes, which is a significant improvement. This indicates that the
use of quizzes in the visit can deepen the understanding of the exhibits. In addition, the quizzes
can be provided an opportunity for visitors to become interested in the exhibits. In this way,
it was shown that the quiz was efective in improving the learning experience of the museum
visit.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>In this study, we proposed a method to enhance the learning experience of visitors to museums
using quizzes about exhibits.</p>
      <p>We developed a system that automatically generates quizzes from descriptions of exhibits
using a fine-tuned BERT model. The system was implemented on the Minpaku’s electronic
guide application. By solving quizzes about the exhibits during the museum visit, a visitor can
think more actively and understand the exhibits more deeply.</p>
      <p>We also conducted an user experiment to evaluate the developed system. Participants of
the experiment used the Minpaku’s electronic guide application with the quiz system installed
during an actual visit to Minpaku, and answered to several questions at the end of the visit. As a
result, we confirm that resolving quizzes during a museum tour is efective in getting interested
in the exhibits and understanding the information about the exhibits.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This work was supported in part by JSPS KAKENHI Grant Numbers JP18H03494, JP18H03243,
JP18K18161, JP17H00762, and JP16H01756. It was also supported by the NII Open Collaborative
Research 2020 Program, numbers 20S1001, 20AD03 and 20AD04.</p>
      <p>We sincerely thank the Japanese National Museum of Ethnology (Minpaku) for ofering the
exhibit meta-data.
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