=Paper= {{Paper |id=Vol-3309/paper25 |storemode=property |title=Use of Analytical Hierarchy Process in Scenarios Design for a Digital Museum with XR components |pdfUrl=https://ceur-ws.org/Vol-3309/paper25.pdf |volume=Vol-3309 |authors=Ihor Bodnarchuk,Yuriy Skorenkyy,Taras Kramar,Oleksii Duda,Vyacheslav Nykytyuk |dblpUrl=https://dblp.org/rec/conf/ittap/BodnarchukSKDN22 }} ==Use of Analytical Hierarchy Process in Scenarios Design for a Digital Museum with XR components== https://ceur-ws.org/Vol-3309/paper25.pdf
Use of Analytical Hierarchy Process in Scenarios Design for a
Digital Museum with XR components
Ihor Bodnarchuk, Yuriy Skorenkyy, Taras Kramar, Oleksii Duda and Vyacheslav Nykytyuk

Ternopil Ivan Puluj National Technical University, 56 Ruska St, Ternopil, UA46001, Ukraine


                Abstract
                Problem of user-oriented scenarios design for a digital museum is addressed with use of
                Analytical Hierarchy Process. Visitor’s motivations as well as characteristic features and
                restrictions inherent to XR technologies are considered. A set of scenarios focused at different
                types of visitors is developed for the digital museum of Ivan Puluj.

                Keywords1
                Interaction scenario, virtual environment, analytical hierarchy process

1. Introduction
    Nowadays, digital transformation is not only the general trend but a recipe to overcome the most
pressing problems of humanity including climate change and sustainability challenges, food and
resources scarcity, income inequality. All industries and spheres of life undergo digitalization, which
may differ considerably for modern types of activities comparing to traditional ones. Museums, which
may be considered the memory devices of humanity, transform as well. First of all, the volume and
variety of information produced by civilization is enormous and shows a further exponential increase.
The only form capable of storing this amount of information is the digital one. Therefore, archives’ and
museums’ collections have to be digitised. Second, a phrase ‘visiting a venue’ has different meaning in
our information age than it had a century ago. Availability of distant resources and reduction of barriers
for visiting a distant place virtually creates new situations for museums. Thirdly, cultural sector suffered
greatly from pandemic restrictions in the last few years which makes it an urgent need to go virtual even
for museums that are designed for a local audience.
    The present study focuses on application of Analytical Hierarchy Process (AHP), as a method for
decision making support [1], to design optimal scenarios of a visitor interaction with a museum
exhibition. In the case of digital museum, alternatives are not just exhibition rooms or stands, but also
the very forms of interaction, namely visual or auditory, active or passive, 2D or 3D, immersive or
augmented, individual or collective, etc. A detailed analysis of scenarios to be used for environments
with eXtended Reality (XR) elements, in different sectors of the Milgram continuum [2] are analysed
in chapter 2 to define alternatives for AHP.
    The most important and obvious motivations for visiting exhibitions are curiosity and educational
needs. Design of exhibition, choice of the items and sequence of their display are to be purposeful to
support both goals. Secondary motivations are cooperation and coherence, but there are more of
motivations to be included into scenarios design. Motivations of museum visitors are discussed in
chapter 3 to identify criteria for alternatives evaluation. In chapter 4 the AHP is used to evaluate and
chose scenarios for particular use cases and chapter 5 is devoted to the conclusions.


1
  ITTAP’2022: 2nd International Workshop on Information Technologies: Theoretical and Applied Problems, November 22–24, 2022,
Ternopil, Ukraine
EMAIL: bodnarchuk.io@gmail.com (A. 1); skorenkyy.tntu@gmail.com (A. 2); kramartar18@gmail.com (A. 3); oleksij.duda@gmail.com (A.
4); slavikvv89@gmail.com (A. 5)
ORCID: 0000-0003-1443-8102 (A. 1); 0000-0002-4809-9025 (A. 2); 0000-0001-8060-0169 (A. 3); 0000-0003-2007-1271 (A. 4); 0000-0003-
1547-8042 (A.5)
                ©️ 2022 Copyright for this paper by its authors.
                Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
                CEUR Workshop Proceedings (CEUR-WS.org)
2. Scenarios for eXtended Reality environments
    Recently, there is a growing need to realize potential use cases (scenarios) and contexts in which
mobile augmented reality can be used, as it is important to evaluate initial service concepts with
potential end users. It was found that the level of technological orientation of the users has a strong
influence on the overall perception of the scenarios. Particular attention should be paid to evaluating
AR scenarios at an early stage of development before any efforts are made to implement the services,
and to identify potential use cases for future mobile AR services and understand their overall value to
the user.
    When comparing the scenarios with each other, it was found [3] that the most valuable mobile AR
services were those that demonstrated pragmatic utility for the user, for example, by saving time and
effort. This became evident both in the evaluations of individual scenarios and in the overall evaluation
of AR. It turned out that AR content offers the user rich and contextually relevant information for special
needs in everyday mobile life. Although augmented reality (AR) technology has entered many market
and knowledge areas such as gaming and leisure, it remains quite limited in the digital heritage. The
paper [4] emphasizes the conceptual importance of AR as a vital environment in museums, especially
when AR is combined with gamification techniques in the same application. The combination of
augmented reality and gamification serves as a means of supporting the engagement of visitors in the
outside world. In particular, it is suggested to choose a certain location of the museum as the starting
point of the educational game. The player has the option to publish their achievements in the game on
websites or social networks, which allows the user to gain a positive experience from learning about
cultural history. Similarly, work [5] suggests the use of additional game and educational elements in
the basic AR program to improve the overall experience of the museum visitor when familiarizing with
the exposition. Augmented reality experiences in a museum setting can fit well with the user's
environment, physical abilities and perceptions, and the user's position and movement in 3D space. In
addition, AR services can be provided with minimal distraction and physical effort. In conclusion, AR
technologies are mature enough to be standardized for museum use, while audiences appear ready to
take advantage of the associated enhanced museum experiences to maximize both user satisfaction and
learning outcomes.
    Paper [6] presents results related to the definition of a methodology that combines augmented reality
(AR) with semantic techniques to create digital stories related to museum exhibitions. Unlike traditional
AR approaches, elements of the real world, namely the content of the museum exhibition, are
supplemented with additional input data. The methodology is based on the theory of cultural mediation
and is based on a set of ontologies aimed at modeling a cultural resource and its relationship with
external multimedia objects and resources. To provide simple tools for creating museum narratives, the
methodology uses a set of recognized practices widely accepted by museum curators that have been
formalized through inference rules. A qualitative analysis of the difference in suggestions for story-
based and game-based apps [7] shows that teenagers may value gamification over narratives. The results
of co-design sessions with teenagers in tangential work [8] show that they value games and stories when
thinking about interesting museum tours. According to the results of the work [9], teenagers have many
ideas about how they would prefer to communicate with museums, and are happy to share them when
they have the opportunity. Essentially, the research highlights how much teenagers value technology
and interaction.
    The article [10] presents a new concept of Adaptive Augmented Reality (Adaptive Augmented
Reality – A2R), which is used in the context of creating an AR guide for visiting a museum. The
additions provided are not only visual but also acoustic, while the visitor's interest is also tracked using
physiological sensors so that the multimedia content delivered to the visitor's transparent AR display,
which can be interacted with through gesture interaction, can be adapted according to its involvement
and interests. This contribution focuses on an interdisciplinary, collaborative and UC-informed
methodology used to identify and explore the motivations and needs of heritage professionals regarding
the potential of an A2R approach to museum visiting.
    A common problem in museums is limited visitor access to artifacts due to their fragility,
uniqueness, or simply the lack of physical space to display the objects. Moreover, visitors are allowed
to touch the exhibits only in extreme cases. The work [11] combines natural interaction and augmented
reality applied in a cultural heritage museum to overcome the problems of inaccessibility and lack of
interaction with museum artifacts. It used ready-made digital components to provide a new approach to
interaction with 3D copies of museum objects. Users can easily interact with digital content in a virtual
environment that mimics the physical environment. A natural AR interaction system with virtual
cultural heritage objects was presented, analyzed and tested. The system was created using off-the-shelf
components and low-cost technologies to provide users with a new kind of experience in cultural
heritage spaces. Using a smartphone in an HMD and Leap Motion, as well as software created in
Unity3D, we implemented an Augmented Reality application that facilitates natural interaction with
individual 3D models from the museum's collection.

3. Design of interaction scenarios for digital museum
    Immersive environments have been shown [12, 13] to enhance pursuasive effect due to wider fields
of view and use of stereoscopic visuals combined with auditory content. New visual tools improving
user experiences are important enhancers in education [14]. Educational scenarios are built on testing
outcomes, collected in course of learning. Meaningful personalised recommendations for visitor allow
to avoid the information overflow and maximise the user satisfaction [15]. For a particular visitor, the
user data are incomplete and biased, however personalisation may be reduced to the level of user groups
and the appropriate context. The context, be it educational, recreational, location-based or time-
dependent, is closely linked with the visitor motivations. The least formalised approach is collaborative
filtering in which users are grouped according to their rating of exhibition items. Content-based
approaches, on the contrary, group visitors by their interaction patterns. Here, there are aspects of
temporal dynamics in user bechaviour, biases in content-based neighborhood, influences of
accessibility obtrusions. Quantitive data can be collected from visit time and proximity to exhibition
items as well as certain interactions. Interactions, invluding guide control and movement control, are to
be designed [16] ccording to the visitor preferences and motivations, user enjoyment, learning and
fatigue.
    Digital museum of the prominent Ukrainian scientist and cultural figure Ivan Puluj, available at
puluj-museum.tntu.edu.ua, which operates at the Ternopil Ivan Puluj National Technical University
website since 2020, is a characteristic example of a collection of diverse artifacts and use of various
types of resources as well as multiple modes of interaction with a visitor. The museum offers distant
access to digitized collection of documents and artifacts, organized in the traditional exhibition and also
offers VR-space for immersive experience, AR-components to be visualized with help of visitor’s
mobile hand-held devices, video- and audio-guides. While in collective visits the particular visitor’s
trajectory and the set of used technologies are chosen by the guide, for individual visitor this choice is
made independently on the basis of available means of interaction, acquaintance with information
technology and motivation of the visitor. We consider motivations to be the factor of paramount
importance, though available technologies are definitive factor, too. For the present study, two use cases
were chosen. In the first use case, the visitor is interested in an immersive experience, so he choses to
visit VR spaces of the digital museum and Ivan Puluj’s laboratory. In the second use case the visitor
choses to acquaint himself closely with Puluj’s inventions, so he uses AR models of devices constructed
by the famous scientist. In both cases, some introductory information is to be presented to the visitor to
put the displayed artifacts and documents in context. Visit duration and time-related restrictions be
excluded from analysis as individual visits are considered, so we shall focus on representation
techniques and modes of interactions.
    Whatever will be the chosen scenario, a visitor journey begins from the home page of the museum,
which is a panoramic tour in the museum room (Fig. 1).
Figure 1: The home page of the museum

   The first of two studied scenarios may be loosely represented by the map on the Fig.2.




Figure 2: First tour scenario

   VR space is created with use of unity WebGL technology and offers to the visitor a freedom of
motion through the museum virtual space or the laboratory virtual space, in which 3D models of the
Puluj’s inventions are placed (see Fig. 3).
Figure 3: VR space of the tour

   Controls will be familiar to young people as these are common for computer games development
(Fig. 4). Audio guides may be enacted either by interaction with artifacts or exhibition stands or by
using the video-guide in another browser window. The feedback may be collected by the google form
and the statistical information about virtual visits may be offered by google analytics services.




Figure 4: Controls for the user’s tour
Figure 5: Second tour scenario




Figure 6: An example of an AR element implemented in the virtual space

4. Analysis of the museum audiences
   In the second scenario, a visitor may combine the virtual gallery of Puluj’s inventions, in which
descriptions, photos, drawings and scetchfab 3D models of devices are placed, with a set of marker-
based AR visualisation of the devices. Again, supplementary information may be obtained through
audioguides, linked to the exhibition elements or combined into the complete concise story. The second
of two studied scenarios is represented by the map on the Fig. 4.
    Target audiences may be classified into three categories. The first, the largest and the most diverse
one, represents students of different age who visit the museum with the educational goal. They, mostly,
do not pursue their own goal but follow an educational curriculum, visiting the virtual museum under
the supervision of their teacher alongside their classmates or individually, to collect material for their
research, etc. The second broad category are adult persons who which to learn more about particular
person (in our case, the prominent Ukrainian scientist Ivan Puluj) or historical period. They represent
the most disperse category in terms of their interests and background as well as their level of proficiency
in information technologies. The third category is relatively narrow and consists of historians who
professionally study a period, a region or a personality. They expect to find authentic documents,
evidences and artifacts.
    The first category, namely the students, have limited time and some pre-defined task to fulfill, which
put some restrictions on the modalities of interactions. At the same time, they (in the same age group)
have similar prerequisite knowledge in scope of the school courses of history, physics and geography
therefore the scenarios of interaction with students may be the most strictly defined.
    On the contrary, the second category will decide of their interest, time to spent and satisfaction level
independently, their motivation may change during the visit, they may be easily distracted from the
virtual exhibition by an event in their real environments, so their require variability and flexibility,
which may be provided by modular type of interaction scenarios.
    For the third category our museum may serve rather as an aggregator than the collection of original
sources. In distinction from archives and collections, all items in the museum exhibition are digitized
and put in context. Historians require indexes and descriptions for structuring the facts and evidences.
They also need high quality digital copies to conduct independent studies. An exception will be the case
when historian prepares a lecture and need images as illustrations.
    The technical means which mediate visits to the digital museum may be classified by the same
framework which is use for distant learning and e-commerce. These are smartphones and tablets – the
first type, the mostly used by school students; monitors, projectors and e-boards – the most widespread
category and, finally, the head mounted displays (HMDs) ang virtual reality googles, which offer the
best inversive experience but are the least available to wide audiences.
    Elements of the digital museum exhibition to combine in a scenario are the visuals (compositions
on stands and tables of the exposition), audio guides, linked to the visuals, video-excursion, elements
of Augmented Reality, Virtual Reality spaces, digital copies of authentic documents with explanatory
descriptions. Questionnaires and feedback forms are used to receive information about the visitor traits,
interests, requests and satisfaction.

5. Evaluation of a scenario in AHP
   Approach to museum tours gamification offered in [4] is acceptable for cases when we want user to
look though every part of exhibition. Some gamification can be in place here. In our case we cannot use
same approach because of virtual exhibition restrictions. These are only fixed set of positions and
corresponding possible transitions. So, gamification in our case may be implemented as dynamic
scenario for the museum tour based on possible positioning with transitions and visitor’s interests.
Dynamic scenario means here that user may interact with museum artefacts presented as elements of
VR, AR, implemented game elements etc.
   Consequently, we will offer some dynamic scenarios for the visitors. And the problem is to automate
scenario choosing. Now this problem is analyzed and may be implemented with utilization of a
multicriteria optimization method.
   It is necessary to collect some input data regardless to the optimization method. The methods for
data collection were mentioned above and this list may contain not only quizzes, questioning but
cookies for registered users, scenario analyses with AI for registered users. These elements are not in
the scope of our paper and may be as the research object in the further researches.
   Finally, the visitor will get his own dynamic scenario as result of automated choice. Authors decided
to use AHP as good formalizes and widely used in different fields where multicriteria optimization is
required.
   It is a hierarchy needed for AHP, shown in the figure below.
   There is the visitor’s satisfaction on the top of this hierarchy as result of choosing the most suitable
scenario for him/her. Scenarios 𝑆1 , … , 𝑆𝑛 consist of dynamic element on the fixed skeleton of positions
and possible transitions. These scenarios are on the base of VR or with AR elements and scenario with
game elements. Of cause, this list may be extended in future. Scenario will be chosen on the base of
characteristics. Actually, these characteristics are input data, obtained from users.




Figure 7: The hierarchy for scenario choosing

   These characteristics may be as following:
   •    setting information;
   •    previous visits;
   •    feelings/emotions;
   •    temporal agendas.
   Actually, this list consists of general characteristics and may be detailed dipper to the level of
subcharacteristics. But for this paper it will do because we collected some data for our research on the
level of listed above characteristics. Thus, using questioning we obtained matrices of pairwise
comparisons for each alternative and for the alternatives regarding each criterion. These matrices are
represented in the following tables 1 – 5.

Table 1
Matrix of pairwise comparisons for the criteria with respect to the goal
           Criterion name                   1                2                    3              4
     1. Setting information                 1                6                    3              1
     2. Previous visits                    1/6               1                   1/3             3
     3. Feelings/emotions                  1/3               3                    1             1/2
     4. Temporal agendas                    1              1/3                    2              1

Table 2
Matrix of pairwise comparisons for the alternatives with respect to the criterion “Setting information”
                                                         1                   2                  3
     1. VR elements scenario                             1                   2                 1/6
     2. AR elements scenario                            1/2                  1                 1/3
     3. Scenario with game elements                      6                   3                  1
Table 3
Matrix of pairwise comparisons for the alternatives with respect to the criterion “Previous visits”
                                                         1                   2                   3
     1. VR elements scenario                             1                   5                   3
     2. AR elements scenario                            1/5                  1                   2
     3. Scenario with game elements                     1/3                 1/2                  1

Table 4
Matrix of pairwise comparisons for the alternatives with respect to the criterion “Feelings/emotions”
                                                         1                   2                   3
     1. VR elements scenario                             1                   1                   3
     2. AR elements scenario                             1                   1                   3
     3. Scenario with game elements                     1/3                 1/3                  1

Table 5
Matrix of pairwise comparisons for the alternatives with respect to the criterion “Temporal agendas”
                                                         1                   2                   3
     1. VR elements scenario                             1                   1                   6
     2. AR elements scenario                             1                   1                   6
     3. Scenario with game elements                     1/6                 1/6                  1

   According to the [17] we used the scale for pairwise comparisons with values from 1 to 9 where odd
numbers are main and even ones are additional intermediate values for comparisons. It is necessary to
use some improvements of AHP for cases when there were more than 9 alternatives and/or more than
9 criteria as it is shown in [17] for software architectures for instance. And we should explain all the
steps with detailed math formal grounding. But we are at the beginning of our research and we try only
to automate scenarios choice using standard APH. So, there is not any reason to represent standard
AHP. We used free online tool for calculations [12] for processing.
   Particularly, the weights of criteria are {0.409; 0.190; 0.168; 0.232} for {setting information;
previous visits; feelings/emotions; temporal agendas} correspondently (Fig. 8).




Figure 8: The weights of the criteria (attributes)

   Finally, we got the scored options as priorities for our alternatives as it is shown on the Fig. 9.
Figure 9: The scored options as priorities for relevant alternatives

    So, the scenario with VR elements got the weight 0.380 with almost uniform contribution of each
criterion. Scenario with AR elements got the smallest weight 0.281and criterion “Temporal agenda” is
most significant for this scenario. Scenario with game elements got weight 0.339 with significant
“Settings information” superiority.




Figure 10: The activity diagram for developing the scenario of a virtual visit
    Based on the obtained weights, the specific scenario is to be constructed following the activity
diagram (Fig.10) for the scenario development. For reliable predictions of the visitor gains and
satisfaction one has to provide the scenario design module with statistical data on the cohort of users
with a set of motivations and restrictions as well as processed feedback and the interaction response.
However, in first stage these data are to be replaced by model assumptions and feedback from analogous
exhibitions.

6. Conclusion
   Thus, we illustrated in our research the possibility for implementation of automated scenario choice
for the virtual Ivan Puluj Museum. Use case shown in the previous chapter illustrates applying of AHP
for automated scenario choice for particular user. This method may be implemented in the software
complex of the museum. But we need to examine and to solve some supplementary problems.
   Initially mentioned above software must collect information about criteria priorities mainly not on
the base of questioning but on the base of registered users’ activity. The second is implementation of
modified AHP (MAHP) [19] for cases when more than 9 alternative scenarios will be developed and/or
more that 9 criteria will appear.
   So, applying of AHP will do for scenarios choice automation but requires some improvements in
technical and science aspects.

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