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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>WOEB: Rapid Setting of Wizard of Oz Experiments and Reuse for Deployed Applications</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrea Bellucci</string-name>
          <email>bellucci@uniroma1.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paolo Bottoni</string-name>
          <email>bottoni@uniroma1.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stefano Levialdi Dipartimento di Informatica</string-name>
          <email>levialdi@uniroma1.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Università Sapienza di Roma</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>1We describe an approach and an environment for setting up Wizard of Oz experiments to test multimodal interaction (through mobile devices) for multimedia content delivery. This is based on a metamodel and a reference client-server architecture, whose implementation is discussed. The approach allows progressive refinement of the Wizard of Oz environment into a deployed application, through the use of a single metamodel, to be progressively specialized, and a service-oriented approach which allows the substitution of implemented services to simulated ones. A visual interface is provided for the definition of the wizard interface, of the metadata relating content delivery and possible interactions on it, and of some aspects of the client interaction.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        The increasing capabilities of processing power and
memory and the high resolution displays of current mobile
devices, together with the expansion of available bandwidth
and powerful compression techniques, enable their users to
enjoy advanced multimedia experiences. On the other hand,
PDAs, Tablet PCs, and even smart-phones, are embodying
different types of sensors and interaction strategies,
including pen-based interaction, VoIP support, GPS, etc. These
also allow new methods of interaction, combined in a
multimodal way, to steer the usage of multimedia material.
Interaction with these devices differs from the traditional
desktop experience with multimedia content, as it occurs
in less protected environments affected by noise, unusual
postures, disruptions in availability of certain channels, e.g.
WiFi or GPS coverage [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Multimodality is becoming a
common interaction paradigm due to its naturalness.
However, the peculiarities of multimodal interactive systems make
it difficult to gather information from the use of modalities
that can be employed for improving the user interfaces [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
It is therefore important to be able to test the ways in which
people can interact with new mobile applications before their
final deployment. Moreover, users’ needs can be detected
using evaluation techniques [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] dealing with real data, gathered
from the observation of users accomplishing real tasks, while
operating on a physical mobile device [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. System
prototyping contributes to demonstrating functionality and
appear1Partially funded by MIUR: Projects CHAT and PRIN
2006.
ance of a software application, including usability testing [
        <xref ref-type="bibr" rid="ref10 ref13 ref8">8,
10, 13</xref>
        ].
      </p>
      <p>
        Wizard of Oz (WOz) techniques [
        <xref ref-type="bibr" rid="ref11 ref14">11, 14</xref>
        ] are a popular way to
perform this testing. Similarly to the character in F. Baum’s
story, in a WOz experiment a human wizard simulates the
behaviour of a partially implemented multimodal system.
The subjects of the experiment must believe they are
interacting with a real, fully implemented one, thus maintaining
a natural interaction behaviour. The wizard, unknown to
the subject, monitors the user through a dedicated
computer program, connected to the observed system over a
network. When the subject invokes a function that is not
implemented by the observed system, the wizard simply
simulates its effect. In this way, designers can capture specific
interaction phenomena, without the mediation and
distortions of human-human communication. However, setting up
a WOz experiment may be hard in that the working
environment for the wizard has to provide complete control on
the user input and to present a general view of the
available actions and of their relevance to the current interaction
state, in order to activate them coherently. This requires
an organization of content and interface which takes into
account the device characteristics, so that the relevant
content has to be adapted to the device physical context as well
as to the user task context. On the other hand, this same
information will have to be used in the final application, so
that it would be desirable to be able to employ the same
logic for the construction of the WOz interface and of the
final application.
      </p>
      <p>
        While many WOz experiments are performed using ad hoc
machinery, we propose WOEB (Wizard of Oz Experiment
Builder) as a general framework for the construction of the
WOz logic and interface in terms of services. The
deployment of the final application can proceed through the
progressive refinement of the available services, and the
substitution of the WOz services with those running the actual
application. WOEB is based on a fragment of a metamodel for
multimodal adaptive multimedia information systems and
relies on services for the identification of the relevant
content on the server-side, to be transmitted to the client-side
on the mobile device, in the format which is most suitable
to the user preferences and the device capabilities. At this
stage of design, our approach focuses only on a subset of the
possible interaction modalities typically related to
interaction with hand-held devices; for instance we do not take into
account bimanual interaction. We have tested WOEB in a
scenario where a technician must be remotely instructed on
troubleshooting hardware. We have run two experiments:
in the first one, the system provides the technician with
some predefined graphic or textual content about the
hardware, and interaction is performed by selecting special areas
(hotspots or hyperlinks) in the content, along with oral
commands. In the second, in conjunction with speech inputs, 2D
physical labels are placed directly on hardware components
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Using the built-in camera of the mobile device, the user
can detect the label of a desired component and request
further information from the system.
      </p>
    </sec>
    <sec id="sec-2">
      <title>RELATED WORK</title>
      <p>
        WOz experiments can be run on both high- and
lowfidelity prototypes. In [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], the authors present the WOZ
PRO system, a pen-based software environment enabling
both the creation of low-fidelity prototypes, and the
conduction of WOz experiments. Since they do not aim at the
iterative refinement of the prototype into a fully functional
multimodal application, they do not exploit an architectural
metamodel.
      </p>
      <p>
        The development of a complete multimodal system starting
from WOz experiments is described in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], where the
experiment is conducted in a different environment, in order to
study integration of speech and gesture pointing in the
construction of collaborative story-telling.
      </p>
      <p>
        Momento [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] supports on-site evaluation of ubiquitous
computing applications, addressing issues identified in interviews
with developers of mobile technology and observations of
daily studies [
        <xref ref-type="bibr" rid="ref4 ref5">5, 4</xref>
        ]. Like WOEB, Momento consists of a
set of configurable tools that can be used without writing
source code. Momento employs the text messaging and
media messaging services of mobile devices to share content
between the mobile application and the wizard’s platform.
Conversely, WOEB exploits a wider range of
communication channels (such as Wi-Fi or GPRS connections) to share
multimedia content, including audio or video streams.
      </p>
      <p>
        The Ozlab [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] tool investigates different forms of user
participation in the early phases of systems development and
supports the WOz protocol to perform experimental
studies. Ozlab was conceived to handle both natural language
interfaces as well as GUI interactivity testing. It allows text
output typed by the wizard or previously defined or voice
output, wizard-made or pre-recorded.
      </p>
      <p>
        Bunt et al. [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] distinguish between content adaptation and
presentation, where the first involves deciding what content
is most relevant and how to structure this content in a
coherent way, while the second involves deciding how to adapt the
presentation of the selected content to the user. WOEB
supports both processes, leaving different degrees of freedom to
designers and wizards to force specific forms of adaptation,
while leaving others to the implemented components.
      </p>
      <p>
        The applications of the suggested environment are that
of adaptive hypermedia, for which several general models
are being proposed. In [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], a set of models for the
adaptation process are identified, namely: domain, navigation,
user, integration, presentation, adaptation and context, and
three types of adaptable elements: content, navigation and
presentation. Our metamodel has several aspects in
common with this, but offers reuse, allowing binding of model
components to specific implementation elements.
      </p>
    </sec>
    <sec id="sec-3">
      <title>A METAMODEL FOR MULTIMEDIA</title>
    </sec>
    <sec id="sec-4">
      <title>INFORMATION SYSTEMS</title>
      <p>In WOEB, the construction of WOz modules logic and
interface relies on a metamodel and a reference
architecture. A typical WOz environment provides a set of tools
organized in a Client-Server architecture. The Server side is
the Wizard module, hosting a human operator who
simulates the not yet implemented functionalities of the system.
The Client side is the multimodal human-computer interface
deployed on the mobile device.</p>
      <p>All packages of the WOEB metamodel import a basic
Model package, a fragment of the UML 2.1.1 metamodel
presented in Figure 1, which allows the definition of
(simple or derived) typed properties, paired with expressions for
their evaluation. A model can contain different relationships
between properties, and the presence of some properties can
be constrained by others. Finally, the model must provide
ways to update its composition, upon receiving some
triggering event.</p>
    </sec>
    <sec id="sec-5">
      <title>4. SYSTEM COMPONENTS OUTLINE</title>
      <p>The WOEB environment is a set of tools for the rapid
setup of WOz experiments. We identified here three main
actors: the WOz experiment designer, the wizard and the
subject of the experiments.</p>
      <p>The WOz Builder Module offers a GUI for specification
of XML-based descriptions of the WOz Server and Client
components. An XML Interpreter processes the XML
description to produce the Server and Client widgets and
functionalities, according to the metamodel. The WOz Server
Module represents the system used by the human wizard to
lead the experiments. It allows the wizard to serve users
requests with a simple and intuitive interface and integrates
the data collection facilities. The server module also
implements the server-side communication mechanisms for
sending and receiving data from the WOz Client Module, which
is the multimodal application running on a mobile device
used by the subject of the experiment.</p>
    </sec>
    <sec id="sec-6">
      <title>DESIGNING THE PROTOTYPE OF A</title>
    </sec>
    <sec id="sec-7">
      <title>MULTIMODAL SYSTEM</title>
      <p>In the current implementation, the WOz Builder enables
the definition of the information sources, which represent the
way the Client displays content. As the interaction model
accommodates the combination of speech input with
triggering events, the WOz Builder has to present an interface
for the definition of such events.</p>
      <p>In the first experiment, WOEB is used for developing a
multimodal mobile application where interaction is based on
the selection (through a pointing device) of special areas in
the information source, an image in our case. We do not
describe the second experiment, due to lack of space. The
designer loads the source (the image itself) in a dedicated
panel of the WOz Builder and defines the TriggerBase as
sensitive areas. In the current implementation, an area can
be a hyperlink, if the information source is a hypertext, or
a polygon for a graphical information source.</p>
      <p>By selecting an interactive area, the designer associates a
description of the relative content, which will be sent to the
client following a user request. This involves the
specification of attribute-value pairs describing the content’s
behavior relative to the user’s delivery context. Such attributes
can be used to guide the adaptation of content to be
delivered to the mobile device (via a DISelect engine2 which
represents the realization of the ComplexRequestManager in
our implementation of the metamodel). For example
content manifestation admits as values audio, text or graphics,
while request context defines the type of user request a
particular content is designed to serve, e.g. how or what.
Different request context types can be defined at the time of WOz
modules definition. The builder can automatically organize
the layout of the WOz Server GUI, so that the buttons are
distributed over columns labeled by the request context.</p>
      <p>In Figure 3, the information source is an image of a
computer mother-board on which a technician has to intervene
supported by the mobile system. The CPU socket area has
been defined as a hot spot. On the client-side, a user can
interact with the system selecting it and asking ”what is this?”
or ”how can I use this one?”. The designer has thus defined
two request context types, called ”what” and ”how”(Figure
2http://www.w3.org/TR/cselection/.
3), and assigned two ”what” or ”how” label to relative
content. This information can then be used by the DISelect
engine to filter a subset of content, matching this attribute.
The designer can also define general purpose content, not
associated with any interactive area, in order to manage
oral user interactions or unpredicted events. Once all the
elements are specified within the WOz Builder, definitions
(in terms of interface artifacts and services) are stored in an
XML archive. This platform-independent description of the
logic and interface of the WOz modules can be processed by
customized engines to generate the effective WOz Server and
Client components. In the current implementation the
XMLInterpreter co-generates both the WOz Server and WOz
Client interfaces and services.
5.1</p>
    </sec>
    <sec id="sec-8">
      <title>WOz Server Module</title>
      <p>This module was automatically generated by the
XMLInterpreter, starting from the definition contained in the
XML archive previously mentioned. Information sources are
placed in a tabbed pane including an appropriate content
viewer. For each information source a dedicated panel is
created for content selection. Each panel contains buttons
for each trigger base element in the information source (the
motherboard image in Figure 4) that can be used by the
human wizard to call the associated content handler (e.g.
the DISelect Engine).</p>
      <p>In order to simplify content selection by the human
wizard, buttons are organized in columns labeled with the
different request contexts. Contexts are used by the DISelect
engine to preliminarily filter the content to be retrieved,
depending on the mobile device. This feature can be disabled
during WOz module definition: for example if some
components are fully implemented. The WOz Server is designed
to be a starting point to build a real adaptive multimodal
system. A data communication interface, handling data
exchange between client and server, is implemented as well as a
Timestamp Agent tracing the temporal order of the events.
To deploy the final system, only services that are currently
embodied by the human wizard have to be implemented:
for example an Adaptive Dialog Manager, or a module to
manage the multimodal fusion of pointing and speech events
through the Timestamp Agent. One can also replace existing
modules with customized ones: as an example the DISelect
Engine can be substituted by another implementation of the
Content Handler interface, simply by redefining the process
of attribute definition and the content description within the
WOz Builder.
5.2</p>
    </sec>
    <sec id="sec-9">
      <title>WOz Client Module</title>
      <p>In a way similar to the Server Module, the WOz Client
Module is automatically generated by the XMLInterpreter.
This module is essentially a data viewer, which can display
content sent by the server and manage user pointing and oral
interaction. Pointing interaction is captured through the
trigger base, while audio inputs are processed by a Speech
Capture engine. A description of a triggered event is sent,
while the captured speech is streamed directly to the Dialog
Manager on the server (e.g. the human wizard).</p>
    </sec>
    <sec id="sec-10">
      <title>CONCLUSIONS</title>
      <p>We presented WOEB (Wizard of Oz Experiments Builder),
a framework and environment for setting up of Wizard of
Oz experiments by defining modules interface and services.
WOEB encourages the development of multimodal systems
for managing multimedia information through the
progressive refinement and implementation of components and
services. The adoption of a common metamodel for the
definition of the Wizard of Oz experiments and the deployment of
the final application favors the rapid identification of
problem sources and the reuse of components and services for
different application scenarios. The first tests with WOEB
show its efficacy in rapid setting of experiments for
exploring different interaction modes. Further initial experiments
have been performed, only partially reported here due to
lack of space.</p>
    </sec>
  </body>
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